JediBantha Posted May 13, 2013 Share Posted May 13, 2013 I was playing around with existing powers, and decided to throw in a new one.however, being a newcomer in terms of coding, I couldn't figure out how to make it actually "work" - Putting it in my Force arsenal, and the datapad menu was the farthest I got. http://steamcommunity.com/profiles/76561198012593394/screenshot/1083392265070826486 Link to comment
eezstreet Posted May 13, 2013 Share Posted May 13, 2013 It'd help if we knew what exactly you were trying to add/do. Link to comment
JediBantha Posted May 13, 2013 Author Share Posted May 13, 2013 What I'm trying to do is replicate the KotOR power "Stun" into JKA (to the right of "Mind Trick" in the link provided), by editing the ForceGrip code in the "wp_saber.cpp" file. Like I said, I managed to put it in my Force arsenal, as well as the Datapad Menu, but that's as far as it went - Didn't even hold them in place. Link to comment
Futuza Posted May 13, 2013 Share Posted May 13, 2013 Provide your code please, or its really hard to help you out. Link to comment
JediBantha Posted May 13, 2013 Author Share Posted May 13, 2013 void ForceStun( gentity_t *self ) {//FIXME: make enemy Jedi able to use this trace_t tr; vec3_t end, forward; gentity_t *traceEnt = NULL; if ( self->health <= 0 ) { return; } if ( !self->s.number && (cg.zoomMode || in_camera) ) { return; } if ( self->client->ps.leanofs ) { return; } if ( self->client->ps.forceGripEntityNum <= ENTITYNUM_WORLD ) { if ( self->client->ps.forcePowerLevel[FP_STUN] > FORCE_LEVEL_1 ) { self->client->ps.forcePowerDuration[FP_STUN] = level.time + 100; self->client->ps.weaponTime = 1000; if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) ) { self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); } } return; } if ( !WP_ForcePowerUsable( self, FP_STUN, 0 ) ) {//can't use it right now return; } if ( self->client->ps.forcePower < 26 ) {//need 20 to start, 6 to hold it for any decent amount of time... return; } if ( self->client->ps.weaponTime ) {//busy return; } if ( self->client->ps.saberLockTime > level.time ) {//FIXME: can this be a way to break out? return; } //Cause choking anim + health drain in ent in front of me NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in self->client->ps.saberBlocked = BLOCKED_NONE; self->client->ps.weaponTime = 1000; if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) ) { self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value ); } AngleVectors( self->client->ps.viewangles, forward, NULL, NULL ); VectorNormalize( forward ); VectorMA( self->client->renderInfo.handLPoint, FORCE_GRIP_DIST, forward, end ); if ( self->enemy ) {//I have an enemy if ( !self->enemy->message && !(self->flags&FL_NO_KNOCKBACK) ) {//don't auto-pickup guys with keys if ( DistanceSquared( self->enemy->currentOrigin, self->currentOrigin ) < FORCE_GRIP_DIST_SQUARED ) {//close enough to grab float minDot = 0.5f; if ( self->s.number < MAX_CLIENTS ) {//player needs to be facing more directly minDot = 0.2f; } if ( InFront( self->enemy->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, minDot ) ) //self->s.number || //NPCs can always lift enemy since we assume they're looking at them...? {//need to be facing the enemy if ( gi.inPVS( self->enemy->currentOrigin, self->client->renderInfo.eyePoint ) ) {//must be in PVS gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, self->enemy->currentOrigin, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 ); if ( tr.fraction == 1.0f || tr.entityNum == self->enemy->s.number ) {//must have clear LOS traceEnt = self->enemy; } } } } } } if ( !traceEnt ) {//okay, trace straight ahead and see what's there gi.trace( &tr, self->client->renderInfo.handLPoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT, (EG2_Collision)0, 0 ); if ( tr.entityNum >= ENTITYNUM_WORLD || tr.fraction == 1.0 || tr.allsolid || tr.startsolid ) { return; } traceEnt = &g_entities[tr.entityNum]; } //rww - RAGDOLL_BEGIN #ifdef JK2_RAGDOLL_GRIPNOHEALTH if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) ) { return; } #else //rww - RAGDOLL_END if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->health <= 0 && traceEnt->takedamage) || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) ) { return; } //rww - RAGDOLL_BEGIN #endif //rww - RAGDOLL_END if ( traceEnt->m_pVehicle != NULL ) {//is it a vehicle //grab pilot if there is one if ( traceEnt->m_pVehicle->m_pPilot != NULL && traceEnt->m_pVehicle->m_pPilot->client != NULL ) {//grip the pilot traceEnt = traceEnt->m_pVehicle->m_pPilot; } else {//can't grip a vehicle return; } } if ( traceEnt->client ) { if ( traceEnt->client->ps.forceJumpZStart ) {//can't catch them in mid force jump - FIXME: maybe base it on velocity? return; } if ( traceEnt->client->ps.pullAttackTime > level.time ) {//can't grip someone who is being pull-attacked or is pull-attacking return; } if ( !Q_stricmp("Yoda",traceEnt->NPC_type) ) { Jedi_PlayDeflectSound( traceEnt ); ForceThrow( traceEnt, qfalse ); return; } if ( G_IsRidingVehicle( traceEnt ) && (traceEnt->s.eFlags&EF_NODRAW) ) {//riding *inside* vehicle return; } switch ( traceEnt->client->NPC_class ) { case CLASS_GALAKMECH://cant grip him, he's in armor G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), Q_irand( 3000, 5000 ) ); return; break; case CLASS_HAZARD_TROOPER://cant grip him, he's in armor return; break; case CLASS_ATST://much too big to grip! case CLASS_RANCOR://much too big to grip! case CLASS_WAMPA://much too big to grip! case CLASS_SAND_CREATURE://much too big to grip! return; break; //no droids either...? case CLASS_GONK: case CLASS_R2D2: case CLASS_R5D2: case CLASS_MARK1: case CLASS_MARK2: case CLASS_MOUSE://? case CLASS_PROTOCOL: //*sigh*... in JK3, you'll be able to grab and move *anything*... return; break; //not even combat droids? (No animation for being gripped...) case CLASS_SABER_DROID: case CLASS_ASSASSIN_DROID: //*sigh*... in JK3, you'll be able to grab and move *anything*... return; break; case CLASS_PROBE: case CLASS_SEEKER: case CLASS_REMOTE: case CLASS_SENTRY: case CLASS_INTERROGATOR: //*sigh*... in JK3, you'll be able to grab and move *anything*... return; break; case CLASS_DESANN://Desann cannot be gripped, he just pushes you back instantly case CLASS_KYLE: case CLASS_TAVION: case CLASS_LUKE: Jedi_PlayDeflectSound( traceEnt ); ForceThrow( traceEnt, qfalse ); return; break; case CLASS_REBORN: case CLASS_SHADOWTROOPER: case CLASS_ALORA: case CLASS_JEDI: if ( traceEnt->NPC && traceEnt->NPC->rank > RANK_CIVILIAN && self->client->ps.forcePowerLevel[FP_STUN] < FORCE_LEVEL_2 ) { Jedi_PlayDeflectSound( traceEnt ); ForceThrow( traceEnt, qfalse ); return; } break; } if ( traceEnt->s.weapon == WP_EMPLACED_GUN ) {//FIXME: maybe can pull them out? return; } if ( self->enemy && traceEnt != self->enemy && traceEnt->client->playerTeam == self->client->playerTeam ) {//can't accidently grip your teammate in combat return; } //=CHECKABSORB=== if ( -1 != WP_AbsorbConversion( traceEnt, traceEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_STUN, self->client->ps.forcePowerLevel[FP_STUN], forcePowerNeeded[self->client->ps.forcePowerLevel[FP_STUN]]) ) { //WP_ForcePowerStop( self, FP_STUN ); return; } //=============== } else {//can't grip non-clients... right? //FIXME: Make it so objects flagged as "grabbable" are let through //if ( Q_stricmp( "misc_model_breakable", traceEnt->classname ) || !(traceEnt->s.eFlags&EF_BOUNCE_HALF) || !traceEnt->physicsBounce ) { return; } } WP_ForcePowerStart( self, FP_STUN, 20 ); //FIXME: rule out other things? //FIXME: Jedi resist, like the push and pull? self->client->ps.forceGripEntityNum = traceEnt->s.number; if ( traceEnt->client ) { Vehicle_t *pVeh; if ( ( pVeh = G_IsRidingVehicle( traceEnt ) ) != NULL ) {//riding vehicle? pull him off! //FIXME: if in an AT-ST or X-Wing, shouldn't do this... //pull him off of it //((CVehicleNPC *)traceEnt->NPC)->Eject( traceEnt ); pVeh->m_pVehicleInfo->Eject( pVeh, traceEnt, qtrue ); //G_DriveVehicle( traceEnt, NULL, NULL ); } G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 ); if ( self->client->ps.forcePowerLevel[FP_STUN] > FORCE_LEVEL_2 || traceEnt->s.weapon == WP_SABER ) {//if we pick up & carry, drop their weap if ( traceEnt->s.weapon && traceEnt->client->NPC_class != CLASS_ROCKETTROOPER && traceEnt->client->NPC_class != CLASS_VEHICLE && traceEnt->client->NPC_class != CLASS_HAZARD_TROOPER && traceEnt->client->NPC_class != CLASS_TUSKEN && traceEnt->client->NPC_class != CLASS_BOBAFETT && traceEnt->client->NPC_class != CLASS_ASSASSIN_DROID && traceEnt->s.weapon != WP_CONCUSSION // so rax can't drop his ) { if ( traceEnt->client->NPC_class == CLASS_BOBAFETT ) {//he doesn't drop them, just puts it away ChangeWeapon( traceEnt, WP_MELEE ); } else if ( traceEnt->s.weapon == WP_MELEE ) {//they can't take that away from me, oh no... } else if ( traceEnt->NPC && (traceEnt->NPC->scriptFlags&SCF_DONT_FLEE) ) {//*SIGH*... if an NPC can't flee, they can't run after and pick up their weapon, do don't drop it } else if ( traceEnt->s.weapon != WP_SABER ) { WP_DropWeapon( traceEnt, NULL ); } else { //turn it off? traceEnt->client->ps.SaberDeactivate(); G_SoundOnEnt( traceEnt, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" ); } } } //else FIXME: need a one-armed choke if we're not on a high enough level to make them drop their gun VectorCopy( traceEnt->client->renderInfo.headPoint, self->client->ps.forceGripOrg ); } else { VectorCopy( traceEnt->currentOrigin, self->client->ps.forceGripOrg ); } self->client->ps.forceGripOrg[2] += 48;//FIXME: define? if ( self->client->ps.forcePowerLevel[FP_STUN] < FORCE_LEVEL_2 ) {//just a duration self->client->ps.forcePowerDebounce[FP_STUN] = level.time + 250; self->client->ps.forcePowerDuration[FP_STUN] = level.time + 5000; if ( self->m_pVehicle && self->m_pVehicle->m_pVehicleInfo->Inhabited( self->m_pVehicle ) ) {//empty vehicles don't make gripped noise traceEnt->s.loopSound = G_SoundIndex( "sound/weapons/force/stun.mp3" ); } } else { if ( self->client->ps.forcePowerLevel[FP_STUN] == FORCE_LEVEL_2 ) {//lifting sound? or always? } //if ( traceEnt->s.number ) {//picks them up for a second first self->client->ps.forcePowerDebounce[FP_STUN] = level.time + 1000; } /* else {//player should take damage right away self->client->ps.forcePowerDebounce[FP_STUN] = level.time + 250; } */ // force grip sound should only play when the target is alive? // if (traceEnt->health>0) // { self->s.loopSound = G_SoundIndex( "sound/weapons/force/stun.mp3" ); // } } } Link to comment
eezstreet Posted May 13, 2013 Share Posted May 13, 2013 what position is FP_STUN in the force powers enum? also what is the value of the last number, and are you sure this code is being called (set a breakpoint on the first line of ForceStun using the debugger) Link to comment
JediBantha Posted May 13, 2013 Author Share Posted May 13, 2013 1.) By enums, do you mean this: static powerEnum_t powerEnums[MAX_POWER_ENUMS] = { // Light powers"absorb", FP_ABSORB, "heal", FP_HEAL, "mindtrick", FP_TELEPATHY, "protect", FP_PROTECT,"stun", FP_STUN, // Core powers"jump", FP_LEVITATION, "pull", FP_PULL, "push", FP_PUSH, "sense", FP_SEE, "speed", FP_SPEED, "sabdef", FP_SABER_DEFENSE, "saboff", FP_SABER_OFFENSE, "sabthrow", FP_SABERTHROW, // Dark powers"drain", FP_DRAIN, "grip", FP_GRIP, "lightning", FP_LIGHTNING, "rage", FP_RAGE,}; 2 & 3.) : *Blew my mind* Link to comment
eezstreet Posted May 13, 2013 Share Posted May 13, 2013 I'm talking about the list that has FP_SEE, FP_LEVITATION, etc in it Link to comment
JediBantha Posted May 13, 2013 Author Share Posted May 13, 2013 This one? typedef enum{FP_FIRST = 0,//markerFP_HEAL = 0,//instantFP_LEVITATION,//hold/durationFP_SPEED,//durationFP_PUSH,//hold/durationFP_PULL,//hold/durationFP_TELEPATHY,//instantFP_GRIP,//hold/durationFP_LIGHTNING,//hold/durationFP_SABERTHROW,FP_SABER_DEFENSE,FP_SABER_OFFENSE,//new Jedi Academy powersFP_RAGE,//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.FP_PROTECT,//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)FP_ABSORB,//duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)FP_DRAIN,//hold/duration - drain force power for healthFP_SEE,//duration - detect/see hidden enemiesFP_REPULSE,FP_DESTRUCTION,FP_DEADLYSIGHT,FP_BLIND,FP_STUN,FP_BREACH,NUM_FORCE_POWERS} forcePowers_t; I haven't really gotten to the other new powers in the list, just finished moving my desktop back into my house... Link to comment
eezstreet Posted May 13, 2013 Share Posted May 13, 2013 I think it's limited to 16 force powers. Don't hold me to that. Link to comment
JediBantha Posted May 13, 2013 Author Share Posted May 13, 2013 Would changing this do any good? (cg_local.h) #define MAX_SHOWPOWERS 18extern int showPowers[MAX_SHOWPOWERS]; extern char *showPowersName[MAX_SHOWPOWERS];extern int force_icons[NUM_FORCE_POWERS];#define MAX_DPSHOWPOWERS 22 Link to comment
eezstreet Posted May 13, 2013 Share Posted May 13, 2013 Yes. MAX_SHOWPOWERS should be NUM_FORCE_POWERS-5MAX_DPSHOWPOWERS should be NUM_FORCE_POWERS-1 Link to comment
eezstreet Posted May 13, 2013 Share Posted May 13, 2013 #define MAX_SHOWPOWERS NUM_FORCE_POWERS-5#define MAX_DPSHOWPOWERS NUM_FORCE_POWERS-1 Link to comment
JediBantha Posted May 13, 2013 Author Share Posted May 13, 2013 Do I need to put them in manually, or make edits? Link to comment
Stoiss Posted May 14, 2013 Share Posted May 14, 2013 #define NUM_FORCE_POWERS-5#define NUM_FORCE_POWERS-1Like this i guess ? Link to comment
eezstreet Posted May 14, 2013 Share Posted May 14, 2013 No. You need to edit the already existing lines in order for them to look like my lines. Link to comment
JediBantha Posted May 14, 2013 Author Share Posted May 14, 2013 #define MAX_SHOWPOWERS NUM_FORCE_POWERS-5extern int showPowers[MAX_SHOWPOWERS]; extern char *showPowersName[MAX_SHOWPOWERS];extern int force_icons[NUM_FORCE_POWERS];#define MAX_DPSHOWPOWERS NUM_FORCE_POWERS-1 If you meant this, the result I got out of it was the "too many initializers" error, causing one of the files to fail. Link to comment
eezstreet Posted May 14, 2013 Share Posted May 14, 2013 Check where it is breaking. It's one of the array definitions breaking (you need to change the entries) Link to comment
JediBantha Posted May 14, 2013 Author Share Posted May 14, 2013 This also happened with the original entry when I tried to add the power(s): #define MAX_SHOWPOWERS 12extern int showPowers[MAX_SHOWPOWERS]; extern char *showPowersName[MAX_SHOWPOWERS];extern int force_icons[NUM_FORCE_POWERS];#define MAX_DPSHOWPOWERS 16 When I changed the entries to 18-22, it didn't have any problems from there. Link to comment
eezstreet Posted May 14, 2013 Share Posted May 14, 2013 Please show the code where it's happening. Link to comment
JediBantha Posted May 15, 2013 Author Share Posted May 15, 2013 With your suggestion (underlines for errors): int showPowers[MAX_SHOWPOWERS] = {FP_ABSORB,FP_HEAL,FP_PROTECT,FP_TELEPATHY,FP_BLIND,FP_STUN, FP_SPEED,FP_PUSH,FP_PULL,FP_SEE,FP_REPULSE,FP_BREACH, FP_DRAIN,FP_LIGHTNING,FP_RAGE,FP_GRIP,FP_DESTRUCTION,FP_DEADLYSIGHT,}; char *showPowersName[MAX_SHOWPOWERS] = {"SP_INGAME_ABSORB2","SP_INGAME_HEAL2","SP_INGAME_PROTECT2","SP_INGAME_MINDTRICK2","SP_INGAME_BLIND2","SP_INGAME_STUN2", "SP_INGAME_SPEED2","SP_INGAME_PUSH2","SP_INGAME_PULL2","SP_INGAME_SEEING2","SP_INGAME_REPULSE2","SP_INGAME_BREACH2", "SP_INGAME_DRAIN2","SP_INGAME_LIGHTNING2","SP_INGAME_DARK_RAGE2","SP_INGAME_GRIP2","SP_INGAME_DESTRUCTION2","SP_INGAME_DEADLYSIGHT2",}; // Keep these with groups light side, core, and dark sideint showDataPadPowers[MAX_DPSHOWPOWERS] = {// Light sideFP_ABSORB,FP_HEAL,FP_PROTECT,FP_TELEPATHY,FP_BLIND,FP_STUN, // Core PowersFP_LEVITATION,FP_SPEED,FP_PUSH,FP_PULL,FP_SABERTHROW,FP_SABER_DEFENSE,FP_SABER_OFFENSE,FP_SEE,FP_REPULSE,FP_BREACH, //Dark SideFP_DRAIN,FP_LIGHTNING,FP_RAGE,FP_GRIP,FP_DESTRUCTION,FP_DEADLYSIGHT, }; With my settings: int showPowers[MAX_SHOWPOWERS] = {FP_ABSORB,FP_HEAL,FP_PROTECT,FP_TELEPATHY,FP_BLIND,FP_STUN, FP_SPEED,FP_PUSH,FP_PULL,FP_SEE,FP_REPULSE,FP_BREACH, FP_DRAIN,FP_LIGHTNING,FP_RAGE,FP_GRIP,FP_DESTRUCTION,FP_DEADLYSIGHT,}; char *showPowersName[MAX_SHOWPOWERS] = {"SP_INGAME_ABSORB2","SP_INGAME_HEAL2","SP_INGAME_PROTECT2","SP_INGAME_MINDTRICK2","SP_INGAME_BLIND2","SP_INGAME_STUN2", "SP_INGAME_SPEED2","SP_INGAME_PUSH2","SP_INGAME_PULL2","SP_INGAME_SEEING2","SP_INGAME_REPULSE2","SP_INGAME_BREACH2", "SP_INGAME_DRAIN2","SP_INGAME_LIGHTNING2","SP_INGAME_DARK_RAGE2","SP_INGAME_GRIP2","SP_INGAME_DESTRUCTION2","SP_INGAME_DEADLYSIGHT2",}; // Keep these with groups light side, core, and dark sideint showDataPadPowers[MAX_DPSHOWPOWERS] = {// Light sideFP_ABSORB,FP_HEAL,FP_PROTECT,FP_TELEPATHY,FP_BLIND,FP_STUN, // Core PowersFP_LEVITATION,FP_SPEED,FP_PUSH,FP_PULL,FP_SABERTHROW,FP_SABER_DEFENSE,FP_SABER_OFFENSE,FP_SEE,FP_REPULSE,FP_BREACH, //Dark SideFP_DRAIN,FP_LIGHTNING,FP_RAGE,FP_GRIP,FP_DESTRUCTION,FP_DEADLYSIGHT, }; Link to comment
JediBantha Posted May 15, 2013 Author Share Posted May 15, 2013 #define MAX_SHOWPOWERS NUM_FORCE_POWERS-4extern int showPowers[MAX_SHOWPOWERS]; extern char *showPowersName[MAX_SHOWPOWERS];extern int force_icons[NUM_FORCE_POWERS];#define MAX_DPSHOWPOWERS NUM_FORCE_POWERS-1 Same result: 1 succeeded, 1 failed, 1 up-to-date Link to comment
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