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Jul 20, 2014, 12:56 AM
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Quote:
Originally Posted by AvalancheMaster View Post
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?
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).
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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