Author Topic: tracers, mixed ammo, rapid fire, non-visible weapons etc  (Read 9492 times)

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Offline Iss Mneur

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
essentially dont test it with invulnerability off.
Oddly enough, I was getting what appeared to be harpoons when firing the primary.


The cause of the issue is that FSO sorts the Weapon_info table after parse is finished, so I had to fix how the parse of $substitute worked, and add a post-parse check to generate the correct weapon_indexes.

If someone needs a updated build, please ask.  No one has downloaded the last one that I posted.

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Offline Nuke

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
it looks like its working, im gonna see if i can break it.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Iss Mneur

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
it looks like its working, im gonna see if i can break it.
Good, go break it, otherwise we will blame you when it causes bugs :P
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Offline Nuke

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
i think +offset: is broke. using it makes the substitution not work.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline Iss Mneur

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
Sorry about being so late in replying, I somehow missed your post.

How do you mean that it makes the substitution not work?  That is, what is it doing, and what are you expecting it to do?
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Offline Nuke

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
well i assumed what it was supposed to do is to shift the pattern abit so that the starting point for the replacement pattern may be offset by a number of shots. i kinda figured it would make things look better if all the shots would not be replaced with tracer rounds at the same time so i gave different weapons different offset values.

the problem was whenever i used an offset of any value, weapon replacement did not function. so this:
Code: [Select]
$Name: Phalanx
+nocreate
$Substitute: Phalanx#tracer
+Frequency: 9
worked, but:
Code: [Select]
$Name: Phalanx
+nocreate
$Substitute: Phalanx#tracer
+Frequency: 9
+Offset: 3
did not replace any weapons at all.

it could also be that i completely misunderstood what offset was supposed to do.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Iss Mneur

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
No, you understood just fine how offset was supposed to work.

It seems that when I wrote the loop that applies the frequency based substitutions, I was skipping the first substitution.  So, attached is a fixed patch.

I am not going to post a binary because no one asked for one last time, so if someone wants one, please ask!

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Offline Iss Mneur

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
So, I take it there was no breakage?
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Offline Nuke

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
well ive applied it to many weapons in nukemod without any issues.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

  

Offline Iss Mneur

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Re: tracers, mixed ammo, rapid fire, non-visible weapons etc
Mixed ammo is now in trunk. Revision 6897.

Now available in this nightly: http://www.hard-light.net/forums/index.php?topic=74207.msg1466572#msg1466572
« Last Edit: January 27, 2011, 01:58:38 pm by Iss Mneur »
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