Quote:
Gonna need to be way more specific.
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For example, I have a custom gun script. If I start the server, the default gamemode is battle, and my gun won't fire any bullets. But if I change the gamemode to coop, it works.
EDIT: Here's the code.
Code:
void CreateBullet1(int objectID) {
int playerID = jjObjects[objectID].creator - 32768;
int bulletID = jjAddObject(OBJECT::BLASTERBULLET, jjPlayers[playerID].xPos, jjPlayers[playerID].yPos, jjPlayers[playerID].playerID, CREATOR::PLAYER);
jjObjects[bulletID].direction = jjPlayers[playerID].direction;
jjObjects[bulletID].ySpeed = 2;
jjObjects[bulletID].xSpeed = (jjObjects[bulletID].direction*10)+p.xSpeed*3;
jjObjects[bulletID].xAcc = jjObjects[bulletID].direction*5;
}
void CreateBullet2(int objectID) {
int playerID = jjObjects[objectID].creator - 32768;
int bulletID = jjAddObject(OBJECT::BLASTERBULLET, jjPlayers[playerID].xPos, jjPlayers[playerID].yPos, jjPlayers[playerID].playerID, CREATOR::PLAYER);
jjObjects[bulletID].direction = jjPlayers[playerID].direction;
jjObjects[bulletID].ySpeed = -2;
jjObjects[bulletID].xSpeed = (jjObjects[bulletID].direction*10)+p.xSpeed*3;
jjObjects[bulletID].xAcc = jjObjects[bulletID].direction*5;
}
void onMain() {
p.ammo[9] = 3;
for (int i = 0; i < jjObjectCount; i++) {
if (jjObjects[i].isActive && jjObjects[i].creatorType == CREATOR::PLAYER) {
//Create bullet
if (jjObjects[i].eventID == OBJECT::ELECTROBULLET && jjObjects[i].state != STATE::EXPLODE) {
jjDeleteObject(i);
CreateBullet1(i);
CreateBullet2(i);
continue;
}
}
}
}
This isn't the only one, there are more, mostly custom guns.
Last edited by szmol96; Jul 27, 2013 at 05:57 AM.
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