Posted by Aristeus on January 16, 1998 at 00:19:27:
In Reply to: Help Please! Cog problem ;-) posted by Red on January 15, 1998 at 16:31:27:
> Section: TEMPLATES
> World templates 3
> #Name: Based On: Params:
> +force_fipeice none orient=(0.000000/0.000000/0.000000) type=weapon move=physics timer=0.100000 model3d=fire1.3do size=0.005000 movesize=0.005000 physflags=0x200 maxrotvel=360.000000 angvel=(0.000000/0.000000/360.000000)
> +force_fire _weapon thingflags=0x1 light=0.100000 timer=0.100000 size=0.005000 movesize=0.005000 vel=(0.000000/1.000000/0.000000) angvel=(0.000000/0.000000/360.000000) explode=+ssparks_wall fleshhit=+ssparks_wall trailthing=+force_fipeice elementsize=0.075000 trailcylradius=0.050000 trailrandangle=30.000000 damage=60.000000 damageclass=0x8 typeflags=0x1840d range=.300000
> strifle _powerup thingflags=0x400 model3d=flamep.3do cog=pow_strifle.cog
> After doing this the weapon cog works fine (i.e. sounds, 3dos) but nothing leaves the barrel of the gun when it works fine on my level with the added templates. What am I doing wrong?
Satic.jkl works in mysterious ways. I created a stun mode for the strifle,
and discovered that I had to add _weapon to the static.jkl listings as well
if I wanted anything to leave the barrel. Then, weapons started to do weird
things. Looks like you'll also have to add a version of _powerup to the
list of templates, but I'd suggest naming it something other than _powerup.
(Duplicating template names that appear in a level does strange, unwanted
things).
Add _ftweap based on none, and base +force_fire on it. _ftweap would have the
same values as _weapon.
Add _ftpower based on none, and base strifle on it. Again _ftpower would have
the same values as _powerup.
This will bring your total world templates to 5, of course, and I'm not sure,
but I think you'll have to add +ftsparks_wall with the same values as
+ssparks_wall and based on _ftexp, meaning you have to add _ftexp, based on
none, with the same values as _explosion.
since +ssparks_wall has a creatething=+sspks_wall, I'd guess that you also
need to add +ftspks_wall based on none, with the same values as +sspks_wall.
I think you also need to declare all of these things in order, so that each
one is declared before it is called by another template. Anyway, whether
all of this is necessary or not, once it's done, and the world template #
brought up to speed, your flamethrower should work without hassling any
pre-existing elements of the game(although the strifle will probably be
universally replaced by the flamethrower in all levels of the game).
If anyone knows of a less repetitive way to get this to work, I'd love to
know about it.
-Aristeus