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BD Thunder


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Joined: Thu Oct 13, 2005 5:47 pm
Posts: 37
Post Posted: Thu Oct 13, 2005 5:52 pm    Post subject: WHAT IS WRONG WITH THIS ???( dual wielding)
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Code:
ItemImageData BlasterImage
{
   shapeFile  = "energygun";
   mountPoint = 0;
   mountRotation = { 0, 1.4, 0 };
  weaponType = 0; // Single Shot
   reloadTime = 0;
   fireTime = 0.5;
   minEnergy = 15; //5;
   maxEnergy = 15; //6;

   projectileType = FlierRocket; //BlasterBolt;
   accuFire = true;

   sfxFire = SoundFireMortar; //SoundFireBlaster;
   sfxActivate = SoundPickUpWeapon;
};


ItemData Blaster
{
   heading = "bWeapons";
   description = "Blaster";
   className = "Weapon";
   shapeFile  = "energygun";
   hudIcon = "blaster";
   shadowDetailMask = 4;
   imageType = BlasterImage;
   price = 85;
   showWeaponBar = true;
};

ItemImageData Blaster2Image
{
   shapeFile  = "Plasma"; //"energygun";
   mountPoint = 0;
   mountRotation = { 0, 1.4, 0 };
  weaponType = 0; // Single Shot
   reloadTime = 0;
   fireTime = 0.5;
   minEnergy = 15; //5;
   maxEnergy = 15; //6;

   projectileType = FlierRocket; //BlasterBolt;
   accuFire = true;

   sfxFire = SoundFireMortar; //SoundFireBlaster;
   sfxActivate = SoundPickUpWeapon;
};

ItemData Blaster2
{
   heading = "bWeapons";
   description = "Blaster";
   className = "Weapon";
  shapeFile  = "Plasma"; //"energygun";
   hudIcon = "blaster";
   shadowDetailMask = 4;
   imageType = BlasterImage;
   price = 85;
   showWeaponBar = true;
};



I used up all of my sick days, so im calling in dead.....
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BD Thunder


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Joined: Thu Oct 13, 2005 5:47 pm
Posts: 37
Post Posted: Thu Oct 13, 2005 6:19 pm    Post subject:
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nvm, i dont think theres somthing wrong with it, i just didnt add it to armordata, but i still need some help with that, please explain....


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BD Thunder


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Posts: 37
Post Posted: Thu Oct 13, 2005 8:14 pm    Post subject:
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so where do i insert the new weapon into armordata? if its even in this part;

$ItemMax[larmor, Blaster] = 1;
$ItemMax[larmor, Chaingun] = 1;
$ItemMax[larmor, Disclauncher] = 1;
$ItemMax[larmor, GrenadeLauncher] = 1;
$ItemMax[larmor, Mortar] = 0;
$ItemMax[larmor, PlasmaGun] = 1;
$ItemMax[larmor, LaserRifle] = 1;
$ItemMax[larmor, EnergyRifle] = 1;
$ItemMax[larmor, TargetingLaser] = 1;
$ItemMax[larmor, MineAmmo] = 3;
$ItemMax[larmor, Grenade] = 5;
$ItemMax[larmor, Beacon] = 3;
<------Would it go here?


$ItemMax[larmor, BulletAmmo] = 100;
$ItemMax[larmor, PlasmaAmmo] = 30;
$ItemMax[larmor, DiscAmmo] = 15;
$ItemMax[larmor, GrenadeAmmo] = 10;
$ItemMax[larmor, MortarAmmo] = 10;
$ItemMax[larmor, DiscAmmo] = 30;



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TE-Reativ


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Joined: Sat Jun 11, 2005 12:10 pm
Posts: 102
Location: GA
Post Posted: Thu Oct 13, 2005 9:06 pm    Post subject:
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It would be in the same syntax as the other list, make sure you add it to here:

Quote:
$AutoUse[Blaster] = True;
$AutoUse[Chaingun] = True;
$AutoUse[PlasmaGun] = True;
$AutoUse[Mortar] = True;
$AutoUse[GrenadeLauncher] = True;
$AutoUse[LaserRifle] = True;
$AutoUse[EnergyRifle] = True;
$AutoUse[TargetingLaser] = False;
$AutoUse[ChargeGun] = True;


&

Quote:
$NextWeapon[EnergyRifle] = Blaster;
$NextWeapon[Blaster] = PlasmaGun;
$NextWeapon[PlasmaGun] = Chaingun;
$NextWeapon[Chaingun] = DiscLauncher;
$NextWeapon[DiscLauncher] = GrenadeLauncher;
$NextWeapon[GrenadeLauncher] = Mortar;
$NextWeapon[Mortar] = LaserRifle;
$NextWeapon[LaserRifle] = EnergyRifle;

$PrevWeapon[Blaster] = EnergyRifle;
$PrevWeapon[PlasmaGun] = Blaster;
$PrevWeapon[Chaingun] = PlasmaGun;
$PrevWeapon[DiscLauncher] = Chaingun;
$PrevWeapon[GrenadeLauncher] = DiscLauncher;
$PrevWeapon[Mortar] = GrenadeLauncher;
$PrevWeapon[LaserRifle] = Mortar;
$PrevWeapon[EnergyRifle] = LaserRifle;


and also the weapon table.


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BD Thunder


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Joined: Thu Oct 13, 2005 5:47 pm
Posts: 37
Post Posted: Fri Oct 14, 2005 12:29 am    Post subject:
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SO this is what i have it in so far, and i still dont get the 2 weapons mixed, now no disclauncher exists!:( i know i definately did something wrong, i just dont know what, or left something out... :x :x :? :? :? ( i changed weapon to Disclauncher2) :

Item.cs---

$AutoUse[Blaster] = True;
$AutoUse[Chaingun] = True;
$AutoUse[PlasmaGun] = True;
$AutoUse[Mortar] = True;
$AutoUse[GrenadeLauncher] = True;
$AutoUse[LaserRifle] = True;
$AutoUse[EnergyRifle] = True;
$AutoUse[TargetingLaser] = False;
$AutoUse[ChargeGun] = True;
$AutoUse[DiscLauncher2] = True;

$NextWeapon[DiscLauncher2] = EnergyRifle;
$NextWeapon[EnergyRifle] = Blaster;
$NextWeapon[Blaster] = PlasmaGun;
$NextWeapon[PlasmaGun] = Chaingun;
$NextWeapon[Chaingun] = DiscLauncher;
$NextWeapon[DiscLauncher] = GrenadeLauncher;
$NextWeapon[GrenadeLauncher] = Mortar;
$NextWeapon[Mortar] = LaserRifle;
$NextWeapon[LaserRifle] = DiscLauncher2;

$PrevWeapon[Blaster] = DiscLauncher2;
$PrevWeapon[PlasmaGun] = Blaster;
$PrevWeapon[Chaingun] = PlasmaGun;
$PrevWeapon[DiscLauncher] = Chaingun;
$PrevWeapon[GrenadeLauncher] = DiscLauncher;
$PrevWeapon[Mortar] = GrenadeLauncher;
$PrevWeapon[LaserRifle] = Mortar;
$PrevWeapon[EnergyRifle] = LaserRifle;
$PrevWeapon[DiscLauncher2] = EnergyRifle;


ArmorData ---

$ItemMax[larmor, Blaster] = 1;
$ItemMax[larmor, Chaingun] = 1;
$ItemMax[larmor, Disclauncher2] = 1;
$ItemMax[larmor, GrenadeLauncher] = 1;
$ItemMax[larmor, Mortar] = 0;
$ItemMax[larmor, PlasmaGun] = 1;
$ItemMax[larmor, LaserRifle] = 1;
$ItemMax[larmor, EnergyRifle] = 1;
$ItemMax[larmor, TargetingLaser] = 1;
$ItemMax[larmor, MineAmmo] = 3;
$ItemMax[larmor, Grenade] = 5;
$ItemMax[larmor, Beacon] = 3;



I used up all of my sick days, so im calling in dead.....
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TE-Noxwizard


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Joined: Tue Jun 07, 2005 5:59 pm
Posts: 942
Location: Texas
Post Posted: Fri Oct 14, 2005 7:10 am    Post subject:
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Did you change the names in your code from the first post to DiscLauncher2?


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BD Thunder


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Posts: 37
Post Posted: Fri Oct 14, 2005 1:45 pm    Post subject:
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yes, here is what i have for thaht part....:


Code:
ItemData DiscAmmo
{
   description = "Disc";
   className = "Ammo";
   shapeFile = "discammo";
   heading = "xAmmunition";
   shadowDetailMask = 4;
   price = 2;
};


ItemImageData DiscLauncher2Image
{
   shapeFile = "sniper";  //"disc";
   mountPoint = 0;
   mountRotatoin = { 0, 2.5, 2 };


   weaponType = 3; // DiscLauncher
   ammoType = DiscAmmo;
   projectileType = DiscShell;
   accuFire = true;
   reloadTime = 0.25;
   fireTime = 1.25;
   spinUpTime = 0.25;

   sfxFire = SoundFireDisc;
   sfxActivate = SoundPickUpWeapon;
   sfxReload = SoundDiscReload;
   sfxReady = SoundDiscSpin;
};



ItemData DiscLauncher2
{
   description = "Disc Launcher";
   className = "Weapon";
   shapeFile = "sniper"; //"disc";
   hudIcon = "disk";
   heading = "bWeapons";
   shadowDetailMask = 4;
   imageType = DiscLauncherImage;
   price = 150;
   showWeaponBar = true;
};

ItemImageData DiscLauncherImage
{
   shapeFile = "disc";
   mountPoint = 0;


   weaponType = 3; // DiscLauncher
   ammoType = DiscAmmo;
   projectileType = DiscShell;
   accuFire = true;
   reloadTime = 0.25;
   fireTime = 1.25;
   spinUpTime = 0.25;

   sfxFire = SoundFireDisc;
   sfxActivate = SoundPickUpWeapon;
   sfxReload = SoundDiscReload;
   sfxReady = SoundDiscSpin;
};



ItemData DiscLauncher
{
   description = "Disc Launcher";
   className = "Weapon";
   shapeFile = "disc";
   hudIcon = "disk";
   heading = "bWeapons";
   shadowDetailMask = 4;
   imageType = DiscLauncherImage;
   price = 150;
   showWeaponBar = true;
};



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TE-Noxwizard


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Joined: Tue Jun 07, 2005 5:59 pm
Posts: 942
Location: Texas
Post Posted: Fri Oct 14, 2005 7:04 pm    Post subject:
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You need a function to mount and unmount the second image. Something like this:
Code:
function DiscLauncher::onMount(%player,%item)
{
   Player::mountItem(%player,DisLauncher2,4);
}

function DiscLauncher::onUnmount(%player,%item)
{
   Player::unmountItem(%player,4);
}



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BD Thunder


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Post Posted: Fri Oct 14, 2005 8:39 pm    Post subject:
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yeah i thought so..


I used up all of my sick days, so im calling in dead.....
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ShadowCrow


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Posts: 227
Post Posted: Fri Oct 14, 2005 10:32 pm    Post subject:
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See thunder ...I told you they had good modders here...

I tryed to help him out but im not very good at explaining modding...I play with sh!t till i learn it...



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