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CWeps
http://px.worms2d.info/forum/viewtopic.php?f=13&t=469
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Author:  Danylo [ Sat Aug 16, 2014 12:55 am ]
Post subject:  Re: CWeps8

Quote:
► Firing some collision weps near the ground close to worm might give an error but as long as you try
to avoid it shouldn't be an issue.

one of the simplest workarounds is adding a null-check in line 34 of collisions script:
Code:
32: ...
33: tballo = CGObject(Env->Objs.Objs[Env->Objs.Count-1]);
34: if (tballo != NullObj)
35: if(tballo->ClType == OC_Missile)
36: ...

WA creates NullObj when worm shoots ground beneath himself.

btw, Curtis, is it possible to disable weapon movement in worm's hands? some hl-gamers dislike it.

and, yeah. one more thing.
from javelin script in damage-function:
Code:
local damage = 1;
if(weap->CheckName("Javelin") == true)
{damage = 20;}

there is one problem with this code: javelin's damage (as well as crossbow's and ninja star's) is untweackable.
i play a ktk scheme usually that has separate lib called javelin7dmg.pxl. i think you have an idea why it is separated :P. can you please make some sort of parameters (at least global, because there are no classes for javelin and crossbow) in your lib to be able for users to tweak damage.

Author:  rafa``2 [ Sat Aug 16, 2014 2:04 am ]
Post subject:  Re: CWeps8

Danylo wrote:
Quote:
from javelin script in damage-function:
Code:
local damage = 1;
if(weap->CheckName("Javelin") == true)
{damage = 20;}

there is one problem with this code: javelin's damage (as well as crossbow's and ninja star's) is untweackable.
i play a ktk scheme usually that has separate lib called javelin7dmg.pxl. i think you have an idea why it is separated :P. can you please make some sort of parameters (at least global, because there are no classes for javelin and crossbow) in your lib to be able for users to tweak damage.



create a script in the scheme and override this function and change the value

Code:
override void CMissile::JavelinDamage(CGObject* target)
{
                     local damage = 1;
                     if(weap->CheckName("Javelin") == true)
                     {damage = 10;}   //20; default

                     target->SpX = SpX/4;
                     target->SpY = SpY/4;
                     
                     CMessageData msgdamage;
                     msgdamage.params[0] = 3;
                     msgdamage.params[1] = PosX;
                     msgdamage.params[2] = PosY;
                     msgdamage.params[3] = SpX/2;//doesnt work for some reason..
                     msgdamage.params[4] = SpY/2;
                     msgdamage.params[5] = damage;
                     msgdamage.params[6] = 0;
                     target->Message(NullObj, M_GUNEXP, 1032, &msgdamage);
}

Author:  rafa``2 [ Sat Aug 16, 2014 2:10 am ]
Post subject:  Re: CWeps8

by the way Curtis, great work, alot of good weapons, i like so much

Author:  Curtis [ Sat Aug 16, 2014 3:24 pm ]
Post subject:  Re: CWeps8

Hey Danylo + rafa``2

Thanks for that collision fix Danylo....I can't tell you how long I've wanted that set right :)
Rafa's method for tweaking the damage works perfectly....

As for the animations when aiming:

Params->animate = true;

you can find these within the aiming sections of sprite builder scripts and change them to false which will make them static
but if there's a way to do that within the scheme like rafa's jav method I would go that route..... (if possible)....

Thanks Rafa....I really like your EMP and new sentry turrets....sound effects and animation when activating EMP is quite impressive....

Author:  Danylo [ Mon Aug 25, 2014 10:10 am ]
Post subject:  Re: CWeps8

rafa2, thank you man, but this way is obvious for me. i know that i can override the whole function with copypasting the whole code and editing one line with damage setting :D but the problem for me was that this is extremely bad style of coding. i think you understand what i mean.

Author:  Danylo [ Mon Aug 25, 2014 10:50 am ]
Post subject:  Re: CWeps8

Curtis, i think i have an idea how to make a possibility for scheme maker to set/unset the animations...
for example, using global variable, say
Code:
bool cweaps_option_weap_anim;
void cweapsOptions() {
  cweaps_option_weap_anim = true;
  // ... (mb some other options here)

cweaps::Init() { cweapsOptions(); }

and use this line instead in sprite builder code:
Code:
Params->animate = cweaps_option_weap_anim;

then scheme maker can script his own preferences:
Code:
override cweapsOptions() {
  super;
  cweaps_option_weap_anim = false;
}

however some weaps are not animated but rotated and this fix won't work for them, but the same approach can be applied for rotated weaps...
what do you think?

Author:  Curtis [ Mon Aug 25, 2014 5:32 pm ]
Post subject:  Re: CWeps8

Hey Danylo...

Looks good dude...I understand where your going with this despite my lack of scripting knowledge....I was a lil confused about what you meant by "some weps don't animate but rotate".....which ones?......anyhoo do what you godda do and pls keep my updated....its' interesting...

Author:  DreamTrance'Kf [ Thu Oct 02, 2014 12:11 am ]
Post subject:  Re: CWeps8

Thx Curtis for bringing back older Gravedigger, Magic Slammer and Remote Roller versions in the roster.

As the official Kaos PX developer I must say that the Remote Roller Strike is a very good weapon from your newest additions. I also love how S.M.A.R.T Bomb is developed.

Keep up the GREAT job dude.

Cheers

Author:  Jarzka [ Thu Nov 20, 2014 9:43 pm ]
Post subject:  Re: CWeps8

Is it possibe to add all these weapons to my own Scheme easily?

Author:  GermTmWA [ Tue Dec 30, 2014 6:09 am ]
Post subject:  Re: CWeps8

Hello guys i have a problem: When i select the scheme it gives me an error:
Code:
PXS : CError : TRZ : ProcessGetter : Undeclarated method - SetAngle@f
at Lib: p_sprite_builder.pxl: Script: worms_anims_script:444

Plz help me! I thank you!

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