Quote:
Originally Posted by AvalancheMaster
EDIT: Ok, no matter where I put jjWeapons[WEAPON::BLASTER].maximum = 35; it never works. How to fix this in singleplayer? Am I missing something?
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Code:
void onLevelLoad() {
jjWeapons[WEAPON::BLASTER].maximum = 35;
jjWeapons[WEAPON::BLASTER].infinite = false;
}
I would think?
Quote:
Also, a question regarding FF. I managed to successfully turn the fastfire pickup into an ammo, but only for pre-places fastfire pickups. When an enemy drops fastfire, it acts as usual (no ammo, decreases bullets frequency).
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Hmm... it looks like the code for dropping pickups like that (also used by crates) sets scriptedCollisions to false. (Also isTarget and triggersTNT , and deactivates to true.) This is conceivably a bug. You should be able to get around it by doing something like this:
Code:
void onLevelLoad() {
jjObjectPresets[OBJECT::FASTFIRE].behavior = MyFastfire;
}
void MyFastfire(jjOBJ@ obj) {
obj.scriptedCollisions = true;
obj.behavior = BEHAVIOR::PICKUP;
obj.behave();
}
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