Author Topic: Superbow?  (Read 1214 times)

I was looking at the gun code and found this

Code: [Select]
//function BowItem::onUse(%this, %player, %InvPosition)
//{
// //check for quiver
// //if you dont have it, regular bow
// //if you do, super bow
//
// %client = %player.client;
//
// %mountPoint = %this.image.mountPoint;
// %mountedImage = %player.getMountedImage(%mountPoint);
//
//
// if(%mountedImage)
// {
// if(%mountedImage == bowImage.getId() || %mountedImage == superbowImage.getId())
// {
// //some kind of bow mounted so, unmount it
// %player.unMountImage(%mountPoint);
// messageClient(%client, 'MsgHilightInv', '', -1);
// %player.currWeaponSlot = -1;
// }
// else
// {
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//
// }
// else
// {
// //nothing mounted so do bow selection and mount
// //something other than bow mounted, so do bow selection and mount
// if(%player.getMountedImage($BackSlot))
// {
// if(%player.getMountedImage($BackSlot) == quiverImage.getId())
// {
// %player.mountimage(superBowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
// else
// {
// %player.mountimage(bowImage, $RightHandSlot, 1, %skin);
// messageClient(%client, 'MsgHilightInv', '', %InvPosition);
// %player.currWeaponSlot = %invPosition;
// }
// }
//}

Anyone else find this?
also, this was in the gun code not the bow code

In v0002 it was possible to have a "better" bow (fast reload) if you were wearing a quiver. This did nothing, since deathmatching wasn't in v0002 and I don't think that quiver existed. RTB implemented this code for actual use, Badspot must have used the same files as v0002 to base the weapons off of. A lot of similar code is also in the skis item - tumble, skivehicle and deathvehicle were converted to Retail.

Damn i was gonna enable it. Well theres an ammo system in the gun file if you look closely. Is that the 1 you enabled. Oh i just remembered Space i figured out how to make my gun ammo idea work. You pick up the same weapon again to get more ammo and you use part of the pill script. You know how if you throw it at some1 it heals them and you cant pick it up again. Wait nvm because you couldn't pick up other people's ammo. Eh does it really matter if people just throw there wep and pick it up over and over to get more ammo? That would give smart people an advantage. Also ammo number right below the items bubble.

Code: [Select]
datablock ShapeBaseImageData(gunImage)
{
 ...
   ammo = " ";
 ...
   //...The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
};

Originally, yes, I tried using the ammo = RocketsItem; line (rocket launcher + a new item I made) but this came with the disadvantage of using up actual inventory space instead of my fake "ammo inventory" you currently use. I could make it use the state system and set it to "No Ammo" states etc but then you would need to modify that part and add new animations for "dryfire" and most people don't know how.

I'm already working on the Team DM anyway...