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CWeps
http://px.worms2d.info/forum/viewtopic.php?f=13&t=469
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Author:  Curtis [ Sun Jun 23, 2013 5:48 pm ]
Post subject:  Re: CWeps ( + )

Im trying to incorporate Pyro"s lib size reduction technique (sprite builder) which should shave off about 5 mb"s and with that I can change sum wep attributes that will allow a scheme to be made such as the one you have in mind....:(

Author:  Curtis [ Fri Jan 03, 2014 5:51 pm ]
Post subject:  Re: CWeps ( + )

Massive Update!

See Main Page for More info...

Author:  Twicken [ Thu Jan 30, 2014 10:40 pm ]
Post subject:  Re: CWeps7

Hey nice job implementing Pyros sprite builder! im going to update both the schemes i have up with this new library. time to check out your new weapons too!

Author:  Twicken [ Fri Jan 31, 2014 1:20 am ]
Post subject:  Re: CWeps7

after testing around for a little bit I've found that the gravlers digging and airborne sprites get overwritten by steps's farting sheep and ghost sheep sprites respectively. I really like the ripper btw gj

Author:  Curtis [ Sun Feb 02, 2014 8:54 pm ]
Post subject:  Re: CWeps7

Hey Twicken...
awww....shitty about the over-rides....ill news indeed....I knew that you were using a few of the "politician worms" at the end that I avoided but I should have also checked stepsweps (sorry StepS). If your HL requires both Libs I will fix it for you...

The Ripper lol....ya.......Zed's script is so awesome....

Author:  Twicken [ Thu Feb 06, 2014 5:24 am ]
Post subject:  Re: CWeps7

yeah, its a damn shame T17 didnt include more useless sprites lol. when there is a sprite overlap it also causes the game to crash once it ends.. for some reason..

Author:  DreamTrance'Kf [ Sat Mar 01, 2014 1:19 pm ]
Post subject:  Re: CWeps7

Hey Curtis I'm getting this error message while loading the scheme with CWeaps7.pxl

PXS : CError : TDP : ParseNext : symbol splane is redeclared
at Lib: cweps7.pxl: Script: cweps:3

I wanted to keep some old versions of some of your awesome weapons from curtis_weapons.pxl because for instance the Remote Roller and Magic Slammer were much more cooler before change.

Any ideas what should I correct to make it work?

Author:  PyroMan [ Thu Mar 06, 2014 11:36 am ]
Post subject:  Re: CWeps7

DreamTrance'Kf wrote:
Hey Curtis I'm getting this error message while loading the scheme with CWeaps7.pxl

PXS : CError : TDP : ParseNext : symbol splane is redeclared
at Lib: cweps7.pxl: Script: cweps:3

I wanted to keep some old versions of some of your awesome weapons from curtis_weapons.pxl because for instance the Remote Roller and Magic Slammer were much more cooler before change.

Any ideas what should I correct to make it work?


"symbol splane is redeclared"
That means that other lib have same variable named "splane"
if you like weaps Remote Roller and Magic Slammer, then probably splane variable doesnt related to those weaps. Best way - is to separate only those weaps from old lib and use only them.
To dont make a mess with a lot of libs of separated weaps, best way to do this - is to write script and add weaps directly into scheme. So no additional libs will be required. Basically u need configure weap "by hand" into scheme.
How to do that:
- Copy weaps parameters from lib of needed weaps.
- Open scheme weaps and paste weap params into scheme. Make sure that weap DOESNT load weap from lib.
- if weap uses some scripts, copy them from needed lib and then make new schipt into scheme, paste there code. (PXSchemeEd -> Scripts -> New Script)
- Rename variable names so they won`t be redeclared.
- do not include old lib into scheme.
This way it should work, hope you understood the logic :)

Author:  Danylo [ Tue Jul 29, 2014 10:38 pm ]
Post subject:  Re: CWeps7

Curtis, i'm just another another guy that wants to say that yor CWeaps are awesome :P
vgj :)

one question: did u intentionally remove sound of Sling Shot? in previous versions of yor CWeaps there was a default launcher sound, but now it's gone and i think it's weird

Author:  Curtis [ Sat Aug 02, 2014 6:08 pm ]
Post subject:  Re: CWeps8

Updated one last time with many fixes and improvments...
(and more stuff)
see main page for detailed info...
TY Danylo :)

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