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 Post subject: Re: PyroMan Weaps (ver. 1.07)
PostPosted: Tue Jan 08, 2013 12:12 pm 
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Joined: Fri Feb 26, 2010 4:44 pm
Posts: 92
I found that using libs pyroman Weaps (i use blast zone) when I use a non px bazoka (defaul wa: weapon)it
fires two shots instead of one , the shotgun will shoot three instead two..
it normal or i have no set well the scheme?


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 Post subject: Re: PyroMan Weaps (ver. 1.07)
PostPosted: Tue Jan 08, 2013 12:50 pm 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
Atr0x wrote:
I found that using libs pyroman Weaps (i use blast zone) when I use a non px bazoka (defaul wa: weapon)it
fires two shots instead of one , the shotgun will shoot three instead two..
it normal or i have no set well the scheme?


fixed.
try new update. if u have downloaded 1.07 version pack, then u can just download this lib:


Attachments:
p_weappack_1_weapons.rar [9.62 KiB]
Downloaded 619 times

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 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Tue Jan 08, 2013 2:11 pm 
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Joined: Sat Jul 21, 2012 7:22 pm
Posts: 49
managed thanks! :D and super weapons!!!


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 Post subject: Re: PyroMan Weaps (ver. 1.0)
PostPosted: Wed Jan 09, 2013 12:23 am 
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Joined: Wed Nov 14, 2012 3:58 am
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Location: Texas, US
PyroMan wrote:
Archive re-uploaded.

btw, if your game crashes after game (smth like forever black screen) - then its about particles, which are unloaded yet. Maybe you have old pxparticles? they must be replaced.

p_fireClusterBom doesn`t require anymore and no longer exist. i`ve renamed it on purpose, to avoid usage and overriting hundreds of versions of this lib. If your scheme used weaps from p_fireclusterbomb - replace it with p_weappack_1_weapons please.



I deleted fireclusterbomb and replaced everything before posting all this. The game crashes when it ends. Fatal error

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 Post subject: Re: PyroMan Weaps (ver. 1.0)
PostPosted: Wed Jan 09, 2013 12:37 am 
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Location: Ukraine, Kyiv
stRiNgkiNg wrote:
PyroMan wrote:
Archive re-uploaded.

btw, if your game crashes after game (smth like forever black screen) - then its about particles, which are unloaded yet. Maybe you have old pxparticles? they must be replaced.

p_fireClusterBom doesn`t require anymore and no longer exist. i`ve renamed it on purpose, to avoid usage and overriting hundreds of versions of this lib. If your scheme used weaps from p_fireclusterbomb - replace it with p_weappack_1_weapons please.



I deleted fireclusterbomb and replaced everything before posting all this. The game crashes when it ends. Fatal error


Why i don`t have a crash then? o_O
Im preparing my highlander scheme. Try it, compare the libs you are using, try include or explude some that differs and i think we will find conflicting pair of libs, or whatever it couse that.

Btw what pxerrors says? If says something

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 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 1:28 pm 
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Location: Ukraine, Kyiv
APDATED archive with Critically fixed p_weather that coused DESYNCH!!!

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 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 1:54 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Btw, any idea what this could cause?

Quote:
PXS : CError : TRZ:Process : fault to process symbol tazer_lightningGlowSprite
at Lib: p_weappack_1_weapons.pxl: Script: pyro_weaps1_script:921


I get that loading the scheme provided in your link (PyroWeaps1.pxs)
I have your updated p_weappack_1_weapons.pxl 60,3 KB (61.807 bytes) and pyroman_electric.pxl 1,15 KB (1.187 bytes)

Did I do something wrong?

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 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 2:24 pm 
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-raffie- wrote:
Btw, any idea what this could cause?

Quote:
PXS : CError : TRZ:Process : fault to process symbol tazer_lightningGlowSprite
at Lib: p_weappack_1_weapons.pxl: Script: pyro_weaps1_script:921


I get that loading the scheme provided in your link (PyroWeaps1.pxs)
I have your updated p_weappack_1_weapons.pxl 60,3 KB (61.807 bytes) and pyroman_electric.pxl 1,15 KB (1.187 bytes)

Did I do something wrong?


oh damn.. tazer_lightningBeamSprite is sprite that included into wp_tazer lib. And seems like my lib doesn`t require it (coz it was also into pyroman_electic). as soon as i changed pyroman_electic, this sprite gone. But its still available into wp_tazer.
So when scheme has wp_tazer turned on - it will not show any errors. If wp_tazer off - error that u have will appear.

Solution: re-upload scheme (again...) with added "require wp_tazer" inside that lib. Or... simply put wp_tazer into your scheme, no need to use it as weap, just check it in.

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 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 2:46 pm 
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or simply replace it with this:

*deleted*

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Last edited by PyroMan on Fri Jan 11, 2013 6:53 pm, edited 1 time in total.

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 Post subject: Re: PyroMan Weaps (ver. 1.1)
PostPosted: Fri Jan 11, 2013 4:13 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Hmmmmm, I'm still getting that same error... also tried enabling/disabling wp_tazer, no difference.

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