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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Anyone have a archery weapon .cs file?
I need to look at some code to ensure that I am making the firearm mod weapons right.
If someone could post the code for an archery weapon, it would be much appreciated.
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07-02-2001 03:11 PM |
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-SB-SirSteven
UberFuffian
Registered: Mar 2001
Location: Escondido, California
Posts: 346 |
Shouldn't this post be under the Technical Support section?
but anyways... I made a gun called the ZAPPER a long time ago, it used the same archery stuff that an ordinary bow did... it made lots of colours =] thats all i remember heh... FENIX might still have the .cs, he hosted it.
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07-02-2001 03:24 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Yes, it probably should. :-) I'll delete it after I find one...
I used to have the code long, long time ago, but lost it in a HD wipe.
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07-02-2001 03:56 PM |
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NEHR
OrcSlayer
Registered: Mar 2001
Location: unknown
Posts: 284 |
// ******************************
******************************
******************************
**********
// SLING
// ******************************
******************************
******************************
**********
ItemImageData SlingImage
{
shapeFile = "crossbow";
mountPoint = 0;
weaponType = 0; // Single Shot
ammoType = "";
projectileType = NoProjectile;
accuFire = false;
reloadTime = 0;
fireTime = GetDelay(Sling);
lightType = 3; // Weapon Fire
lightRadius = 3;
lightTime = 1;
lightColor = { 0.6, 1, 1.0 };
sfxFire = CrossbowShoot1;
sfxActivate = CrossbowSwitch1;
sfxReload = NoSound;
};
ItemData Sling
{
description = "Sling";
className = "Weapon";
shapeFile = "crossbow";
hudIcon = "grenade";
heading = "bWeapons";
shadowDetailMask = 4;
imageType = SlingImage;
price = 0;
showWeaponBar = true;
};
function SlingImage:nFire(%player, %slot)
{
%clientId = Player::getClient(%player);
%vel = 60;
ProjectileAttack(%clientId, Sling, %vel);
}
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last updated:10/05/01 |
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07-04-2001 08:12 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
quote: Originally posted by NEHR
projectileType = NoProjectile;
Wait, isn't there something wrong with that???
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07-04-2001 08:17 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
hmm, probably, but I could have sworn there were different types, such as stone, quarrel, feather, etc.
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07-04-2001 08:51 PM |
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NEHR
OrcSlayer
Registered: Mar 2001
Location: unknown
Posts: 284 |
if u put a projectile in there it would be able to use only that projectile, I believe there is a function in the weapons.cs that lets u pick the projectile via tab menu.
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Server:Binkers and Newbies
Class:CLERIC - POPE IX
Remort:9
Level:129
Cash:Now Broke (crack addict)
Storage:Only What I need
last updated:10/05/01 |
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07-04-2001 10:12 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
heh, I only want them to be able to use 1 ammo type anyhow...(ie, glock uses 9mm...) I figured out how Im going to do this....
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07-04-2001 10:18 PM |
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PaladinPimp
TravellerPaladin
Registered: Mar 2001
Location:
Posts: 924 |
hmmm, dm use the normal tribes chaingun as more of a serving example instead of trpgs bows, cause the chaingun is more of the kinda gun we are aiming at
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07-05-2001 04:06 AM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Macros yes, except with mouse clicks. I don't have a macro thingie for that, yet.
Gotcha, Im gonna be hacking chaingun code.
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07-05-2001 02:11 PM |
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NEHR
OrcSlayer
Registered: Mar 2001
Location: unknown
Posts: 284 |
i found in item.cs file
ItemImageData ChaingunImage
{
shapeFile = "chaingun";
mountPoint = 0;
weaponType = 1; // Spinning
reloadTime = 0;
spinUpTime = 0.5;
spinDownTime = 3;
fireTime = 0.2;
ammoType = BulletAmmo;
projectileType = ChaingunBullet;
accuFire = false;
lightType = 3; // Weapon Fire
lightRadius = 3;
lightTime = 1;
lightColor = { 0.6, 1, 1 };
sfxFire = SoundFireChaingun;
sfxActivate = SoundPickUpWeapon;
sfxSpinUp = SoundSpinUp;
sfxSpinDown = SoundSpinDown;
};
ItemData Chaingun
{
description = "Chaingun";
className = "Weapon";
shapeFile = "chaingun";
validateShape = true;
hudIcon = "chain";
heading = "bWeapons";
shadowDetailMask = 4;
imageType = ChaingunImage;
price = 125;
showWeaponBar = true;
};
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Server:Binkers and Newbies
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Remort:9
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07-05-2001 03:01 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Cool, thanks. Tinkering with this code is gonna be a blast. :-)
I wonder what other weaponType's there are besides 0(singleshot) and 1(spinning)?
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07-05-2001 03:07 PM |
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NEHR
OrcSlayer
Registered: Mar 2001
Location: unknown
Posts: 284 |
here is what I found
0= singleshot
1= spinning
2= sustained
3= disc launcher
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Server:Binkers and Newbies
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Remort:9
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last updated:10/05/01 |
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07-05-2001 05:20 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Cool, thanks...sustained would be elf-gun type...I'm already getting wierd ideas for weapons.
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07-05-2001 06:05 PM |
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PaladinPimp
TravellerPaladin
Registered: Mar 2001
Location:
Posts: 924 |
yeah make then as different as possible till we get our own models
as soon as we test them out
im gonna TRY to take out all the code we dont need, and make the first alpha test
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07-05-2001 07:27 PM |
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PaladinPimp
TravellerPaladin
Registered: Mar 2001
Location:
Posts: 924 |
dm, try and figure out how to change values of accufire, cause we want some guns to be more accurate than others
also, lets find dif gun skins off of the net and use those, so guns will look dif
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07-05-2001 07:29 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
It looks boolean, either accfire is on, or off... however, I'm fairly sure I can use a randomizer to mess with that.
I've got some 1337 skins I've found...inverted colors and junk, but it requires them to be installed. I can send you a copy if nessessary....
A complete weapons.cs file would be nice...Im doing all coding on my work machine, 'cause it has a net connection, unlike my home machine(for the summer). Home machine has tribes, work machine doesn't. I'm not supposed to be able to transfer files between them, either. Only place I have with both of them is college, and I'm not often there...
Last edited by DeathMerchant on 07-05-2001 at 08:07 PM
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07-05-2001 07:43 PM |
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Deus_ex_Machina
God from Machine
Registered: Mar 2001
Location: Fort Walton Bch Florida
Posts: 1505 |
You mean weapons for base?
its
Attachment: item.cs
This has been downloaded 2 time(s).
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07-05-2001 09:09 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
W007! Thanks, I figured lots of cool stuff out from that...I can change lighting effects now, too. :-) I bet I can make a little red flash when a person gets hit.
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07-05-2001 09:57 PM |
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PaladinPimp
TravellerPaladin
Registered: Mar 2001
Location:
Posts: 924 |
dm, you need to talk to sf about what youve got done, he has to code some things...
tell me if you get a randomizer working...for shot diffusion
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07-05-2001 10:03 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Ok. I've got finals for summer semester tonight. After that, I'll grab saddy and we'll chat...
Im not sure a randomizer for toggling the aiming on and off is allowed, but Im gonna try...
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07-05-2001 10:24 PM |
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Deus_ex_Machina
God from Machine
Registered: Mar 2001
Location: Fort Walton Bch Florida
Posts: 1505 |
quote: Originally posted by DeathMerchant
Im not sure a randomizer for toggling the aiming on and off is allowed, but Im gonna try...
Make a 2 of the same kind and change it,... and make a $var for the client so the server gaves you the right weapon.
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07-06-2001 01:06 AM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
That would work, provided it doesn't lag...it also might hurt the item limit...
Hmm, I'm going back to tinkering....
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07-06-2001 02:19 AM |
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