help with raise/lower weapon

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immortalundead
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help with raise/lower weapon

Postby immortalundead » Fri 08 Jan 2010 1:51 am


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Lysander
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Postby Lysander » Sat 09 Jan 2010 5:57 am


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immortalundead
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Postby immortalundead » Sun 10 Jan 2010 6:13 am

ive managed to get the lowering animation running smoothly, but raise has still been a pain in the arse. any clues on how to do this?

i looked through quite a bit of corey whittles icd-se code for various weapons, is there a tutorial to where i can understand how he did it? i would prefer not to straight up steal code, but understand how he did it.

btw, anyone know why his mods are so well coded, was he an original programmer for edge? or is the guy just a edge genious who vanished off the map?

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Lysander
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Postby Lysander » Sun 10 Jan 2010 7:36 am


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immortalundead
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Postby immortalundead » Sat 16 Jan 2010 1:01 am

anyways got any idea how to do this :D??

@ lysander, i guess id feel less guilty about using the code he has if i knew how he did it. at least i can understand how it was done and use his code as a base, but for some of it, i dont understand it at all

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Liberation
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Postby Liberation » Sat 16 Jan 2010 4:01 pm

Can you post a snippit of his code, im sure if we all looked at it we could work it out.

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immortalundead
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Postby immortalundead » Sun 17 Jan 2010 6:02 am

here is the double pistol code, found in the immoral conduct ddf's

[DOUBLE_PISTOLS]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
SEC_AMMOTYPE=BULLETS;
SEC_AMMOPERSHOT=1;
AUTOMATIC=TRUE;
SEC_AUTOMATIC=TRUE;
CLIPSIZE=24;
BINDKEY=2;
PRIORITY=13;
ATTACK=PLAYER_PISTOL2;
SECOND_ATTACK=PLAYER_PISTOL;
KICK=0.004;
SHOWCLIP=TRUE;
START_SOUND=HOLSTR;
BOBBING=50%;
SWAYING=20%;

STATES(UP)=PISG:A:2:NORMAL:RAISE,
PISG:A:3:NORMAL:PLAYSOUND(HOLSTR),
PISG:A:0:NORMAL:PLAYSOUND(HAMMR2),
PISG:A:1:NORMAL:RAISE,#UP:4; -------what does raise #up:4 relate to? what does the 4 trigger?
STATES(DOWN)=PISG:A:1:NORMAL:LOWER;
STATES(READY)=PISG:A:1:NORMAL:READY;
STATES(ATTACK)=PISG:A:0:NORMAL:CHECKRELOAD,
PISG:B:2:BRIGHT:SHOOT(PLAYER_PISTOL),
PISG:B:0:BRIGHT:EJECT(PISTOL_SMOKE1),
PISG:C:2:NORMAL:EJECT(CASING_SPAWN),
PISG:A:0:NORMAL:CHECKRELOAD,
PISG:A:0:NORMAL:JUMP(ATTACK:8,50%), ----what does the attack:8 mean? specificaly, the 8, i understand the 50% relates to firing from one pistol to the next
PISG:A:2:NORMAL:NOTHING,
PISG:A:0:NORMAL:NOFIRE_RETURN,
PISG:D:2:BRIGHT:SHOOT,
PISG:D:0:BRIGHT:EJECT(PISTOL_SMOKE2),
PISG:E:2:NORMAL:EJECT(CASING3_SPAWN),
PISG:A:0:NORMAL:CHECKRELOAD,
PISG:A:1:NORMAL:NOTHING,
PISG:A:0:NORMAL:REFIRE;

its a bit late, so im not sure what weapon i was looking at for specific code, i was more or less just looking around, trying to understand the workings of some things.

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Dartmerc
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Postby Dartmerc » Sun 17 Jan 2010 9:47 am

Immortal, you really should go back and read the ddf docs that Lobo hosts, very likely explains everything you've asked here.

Not sure what the # means off the top of my head (was under the impression it was comment for some reason, but looking at that script it can't be right), but JUMP(ATTACK:8,50%) means the weapon will jump to the 8th frame in the attack state, 50% of the time.

Chronoteeth
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Postby Chronoteeth » Mon 18 Jan 2010 5:00 am

Doesn't special have to be automatic for raise and lower frames to work properly?

Like SPECIAL=AUTOMATIC;

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immortalundead
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Postby immortalundead » Tue 19 Jan 2010 10:06 pm

turns out i need to have special=animated, now it works no problem

@dartmerc, i checked out more of lobo's ddf docs, its helps alot, thanks


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