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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Duel Weapon Mode Template *Update - Bug Fix
In the DeviceMain.lua, you have "self.particlename" set to "Round Scud Pistol," when it needs to be set to "Particle AutoPistol Mode Switcher Main." DeviceAlt.lua has the same problem too, but needs the alt particle instead of main.
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Tue May 11, 2010 9:08 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Duel Weapon Mode Template *Update - Bug Fix
Thanks I will fix that when I get home from work
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Wed May 12, 2010 3:19 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Duel Weapon Mode Template *Update - Extremely Reliable
Update. I think I perfected the method of checking whether or not if a weapon is currently being held, making this super-reliable.
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Sun Sep 05, 2010 5:46 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Duel Weapon Mode Template *Update - Extremely Reliable
Could ya somehow have the nonfired weapons moved offscreen for ammo retaining or would that be a hassle?
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Sun Sep 05, 2010 6:33 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Duel Weapon Mode Template *Update - Extremely Reliable
Ok let's check that extremely reliable version... I was expecting more reliability until I coded 2 rockets kind for same launcher...
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Sun Sep 05, 2010 9:29 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Duel Weapon Mode Template *Update - Extremely Reliable
It would be hacky. And your maximum unheld weapon limit would cause weapon to settle. CaveCricket48 wrote: It's possible to move the switched gun somewhere off-screen to maintain ammo information, but you can't actually save and set ammo values with Lua. You would also have to make the actor pick the device up when switching instead of directly adding the gun to the actor's inventory, which could lead to the actor accidentally picking up a different device. Also, while the device is off-screen, it can be effected by other Lua mods and will add another active device in-game, possibly making other devices settle.
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Sun Sep 05, 2010 9:30 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Duel Weapon Mode Template *Update - Extremely Reliable
An actor offscreen holding the device?
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Sun Sep 05, 2010 9:33 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Duel Weapon Mode Template *Update - Extremely Reliable
Then there's still the problem of getting the weapon back. Standing near a weapon on the ground while switching modes will make you pick up the weapon on the ground, since you can't stick a specific weapon somewhere on the map into an actor's inventory.
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Mon Sep 06, 2010 2:25 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
Couldn't you just have an option that forces a reload on switch?
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Mon Sep 06, 2010 8:16 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
I guess I could. I was also thinking about adding a delay time when switching. As in, you hit the Gold Dig thing, wait for a second or two, and then the mode switches.
I could probably implement both of those as options that the template user can turn on/off, that would also work for those who do not want the features.
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Mon Sep 06, 2010 4:41 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
You could also probably force no firing during switch time.
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Tue Sep 07, 2010 7:32 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
Any errors in the Lua console?
Also, what "other lua scripts" are on the gun?
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Mon Jan 03, 2011 1:20 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
Okay, found the problem.
The script uses velocity to see if the weapon is being currently held or not, which makes it move slowly when dropped. This can be easily fixed, but I'm planning on a re-write of the scripts sometime to make the whole thing better.
Not sure when I'll get around to it, though.
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Wed Jan 12, 2011 4:56 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
Use these scripts for now:
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Thu Jan 13, 2011 11:40 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Dual Weapon Mode Template *Update - Extremely Reliable
Hi CC48, There seems to be a problem with the latest release of your dual weapon templates or there's some weird conflict somewhere.
Example:
I order an actor with two different weapons, both modified with your scripts. When I make the actor switch with the gold dig AI button the gun is sometimes replaced with a duplicate of the other gun in his inventory. When I keep switching the gun is then eventually changed back to the original gun. Very weird.
When there's only one dual weapon mode gun on the battlefield then there are no problems whatsoever.
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Fri Aug 19, 2011 1:05 pm |
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