Melee.Specialist said:Cmp, how would I go about using itp_offset_melee_firearm? In the ranged weapon or in the melee weapon?
What? Read the operation comment...Specialist said:A small bug...you may need to add a start_time operation. I accidentally added a mission template trigger that literally froze my character on screen, and Ctrl+F11 did
["halo_brute_shot", "Type-25 Grenade Launcher", [("halo_brute_shot",0)], itp_type_crossbow|itp_merchandise|itp_two_handed|itp_primary, itcf_shoot_crossbow|itcf_carry_crossbow_back, 800, weight(8.8)|difficulty(0)|spd_rtng(100)|shoot_speed(80)|thrust_damage(100,pierce)|max_ammo(12)|accuracy(95), imodbits_none,
[(ti_on_weapon_attack,
[(position_move_z,pos1,-50),
(particle_system_burst, "psys_torch_fire", pos1, 15),
(call_script,"script_bruteshot")
])]],
("bruteshot", [
(this_or_next|multiplayer_is_dedicated_server),
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(get_player_agent_no, ":player_agent"),
(try_begin),
(eq, "itm_halo_brute_shot", 0),
(set_fixed_point_multiplier, 1),
(spawn_missile, ":player_agent", pos1, 25, "itm_brute_shot_grenade", "itm_halo_brute_shot"),
(try_end),
]),
What.Specialist said:Code:(eq, "itm_halo_brute_shot", 0),
["one_handed_battle_axe_c", "One Handed Battle Axe", [("one_handed_battle_axe_c",0)], itp_type_one_handed_wpn|itp_merchandise| itp_primary|itp_secondary|itp_bonus_against_shield|itp_wooden_parry|itp_next_item_as_melee, itc_scimitar|itcf_carry_axe_left_hip,
451 , weight(1.3)|difficulty(9)|spd_rtng(9 | weapon_length(73)|swing_damage(37 , cut) | thrust_damage(0 , pierce),imodbits_axe , [], [fac_kingdom_3,fac_kingdom_4]], #uses the axe-blade
["one_handed_battle_axe_c_alt", "One Handed Battle Axe", [("one_handed_battle_axe_c",0)], itp_type_one_handed_wpn| itp_primary|itp_secondary|itp_wooden_parry|itp_offset_flip, itc_scimitar|itcf_carry_axe_left_hip,
451 , weight(1.3)|difficulty(9)|spd_rtng(96) | weapon_length(73)|swing_damage(23 , pierce) | thrust_damage(0 , pierce),imodbits_axe], #uses the spike
(str_store_string, s0,"str_shader_param_test"),
(init_position, pos3),
(position_set_x, pos3, 1.0),
(set_shader_param_vector, s0, pos3),
("shader_param_test", "vSunColor"),
Try with a variable defined by you. The game might be overwriting vSunColor, since it's engine-side. Not sure, though.Barabas said:This should make the sun color red right? However, nothing happens
A position register is a 4x4 matrix. set_shader_param_vector only uses the translation component (x, y, z).Barabas said:Another question: How does it work with these vectors and matrixes, as most are 4/4x4 while 'pos' registers are 3x2 right (position and rotation)?
cmpxchg8b said:Try with a variable defined by you. The game might be overwriting vSunColor, since it's engine-side. Not sure, though.Barabas said:This should make the sun color red right? However, nothing happens
Ah yes, of course! I was confused ^^cmpxchg8b said:A position register is a 4x4 matrix. set_shader_param_vector only uses the translation component (x, y, z).Barabas said:Another question: How does it work with these vectors and matrixes, as most are 4/4x4 while 'pos' registers are 3x2 right (position and rotation)?
Just checked the logs. It looks like they used the outdated version of WSEcmpxchg8b said:Weird. Tell them to post their wse_log.txt.