Swaffy'sMod Bug: ExpPack and Landmine

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Swaffy
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Swaffy'sMod Bug: ExpPack and Landmine

Post by Swaffy »

I forgot to fix one thing before I uploaded version 1.3 ... it's the ExpPack and Landmine. Watch this video to see what the issue is:


[Alternate Link]

If you need code, I can post it. Is this a network related bug? I've looked at the code but I just don't see anything that can cause this problem. I've never seen or heard of this either.
Last edited by Swaffy on Tue Jun 11, 2013 3:13 pm, edited 1 time in total.
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Vilespring
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Vilespring »

The mines running out early, I have no idea what to tell you. But, with the expacks blowing up the mines, make the expack lighter than the mine. I remember Apache posting something about mini-tanks not detonating mines because they are lighter than the mines. Try that.
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Swaffy
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Swaffy »

Vilespring wrote:The mines running out early, I have no idea what to tell you. But, with the expacks blowing up the mines, make the expack lighter than the mine. I remember Apache posting something about mini-tanks not detonating mines because they are lighter than the mines. Try that.
Okay. You're right about that, I added mass to the ExpPack. But that's not really my concern, I was just fiddling around with that.
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Vilespring
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Vilespring »

So did it fix it?
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Swaffy
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Swaffy »

Unfortunately not. I've been comparing my code to the original ExpPack and Mine's code but I just can't figure it out.
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dudejo
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by dudejo »

Do you remember what thing you last changed prior to this bug showing up?
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Swaffy
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Swaffy »

Oh, yes. I changed the MagSize to 8 on both, and that's when the player could throw only 7, as the last two count as 1. But I now have them changed back to 4 and it's still doing the same thing.
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dudejo
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by dudejo »

Then would it be fine if I had a look at the code?
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Vilespring
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Vilespring »

dudejo wrote:Then would it be fine if I had a look at the code?
I would too :D
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Re: Swaffy'sMod Bug: ExpPack and Landmine

Post by Swaffy »

Okay:

ExpPack

Code: Select all

ObjectTemplate.create HandFireArms ExpPack
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.itemIndex 4
ObjectTemplate.projectileTemplate ExpPackProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.projectileVisible 0
ObjectTemplate.magSize 4
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 1
ObjectTemplate.roundOfFire 10
ObjectTemplate.fireOnce 1
ObjectTemplate.altFireOnce 1
ObjectTemplate.autoReload 0
ObjectTemplate.GUIIndex 14
ObjectTemplate.setHudAmmoType ATIcon
ObjectTemplate.setAmmoIcon "Ammo/Icon_demokit.tga"
ObjectTemplate.setCrossHairType CHTIcon
ObjectTemplate.setHasMag 0
ObjectTemplate.velocity 12
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.hideDuringFireTime 0.2
ObjectTemplate.fireDelay 0.4
ObjectTemplate.soldierCameraPosition 0.02/-0.03/0.08
ObjectTemplate.cantSelectWhenNoAmmo 1
ObjectTemplate.changeWeaponWhenNoAmmo 1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.hasArmor 1
ObjectTemplate.material 70
ObjectTemplate.hitpoints 10000
ObjectTemplate.maxhitpoints 10000
ObjectTemplate.AmmoType	2
ObjectTemplate.loadSoundScript Sounds/ExpPack.ssc
ObjectTemplate.createSkeleton animations/ExpPack.ske
ObjectTemplate.useSkeletonPartAsMain base
ObjectTemplate.addTemplate ExpPackLod

rem ** Objects
ObjectTemplate.create SimpleObject ExpPackHandle
ObjectTemplate.geometry deto_hand_m1

ObjectTemplate.create SimpleObject ExpPackSimple
ObjectTemplate.geometry Shad_ExpPack

ObjectTemplate.create AnimatedBundle ExpPackComplex
ObjectTemplate.geometry ExpPack
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.createSkeleton animations/ExpPack.ske

ObjectTemplate.create LodObject ExpPackLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate ExpPackComplex
ObjectTemplate.addTemplate ExpPackSimple


ObjectTemplate.create Projectile ExpPackProjectile
ObjectTemplate.networkableInfo ProjectileInfo
ObjectTemplate.geometry ExpPack
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.setHasMobilePhysics 1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.invisibleAtEndEffect 1
ObjectTemplate.hasArmor 1
ObjectTemplate.hitPoints 9999
ObjectTemplate.maxHitPoints 9999
ObjectTemplate.explosionDamage 0

ObjectTemplate.timeToLive CRD_NONE/9999/0/0
ObjectTemplate.dieAfterColl 0
ObjectTemplate.radius 12
ObjectTemplate.ForceOnExplosion 100
ObjectTemplate.DamageType 1
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.useMMOnEndEffect 1
ObjectTemplate.mass 100
ObjectTemplate.material 70
ObjectTemplate.material2 306
ObjectTemplate.damageType 1
ObjectTemplate.endEffectTemplate e_ExplGranade2

ObjectTemplate.noFFSound 1
Landmine

Code: Select all

ObjectTemplate.create HandFireArms Landmine
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.loadSoundScript Sounds/Landmine.ssc
ObjectTemplate.itemIndex 5
ObjectTemplate.projectileTemplate LandmineProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.projectileVisible 0
ObjectTemplate.magSize 4
ObjectTemplate.numOfMag 1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 1
ObjectTemplate.roundOfFire 10
ObjectTemplate.fireOnce 1
rem ObjectTemplate.altFireOnce 1
ObjectTemplate.autoReload 0
ObjectTemplate.GUIIndex 10
ObjectTemplate.setHudAmmoType ATIcon
ObjectTemplate.setAmmoIcon "Ammo/Icon_landmine_64x32.tga"
ObjectTemplate.setHasMag 0
ObjectTemplate.setCrossHairType CHTIcon
ObjectTemplate.velocity 0.01
ObjectTemplate.fireInCameraDof 1
ObjectTemplate.hideDuringFireTime 0.2
ObjectTemplate.fireDelay 0.4
rem ObjectTemplate.soldierCameraPosition 0/-0.05/0.3
ObjectTemplate.soldierCameraPosition 0/-0.05/0.23
ObjectTemplate.cantSelectWhenNoAmmo 1
ObjectTemplate.changeWeaponWhenNoAmmo 1
ObjectTemplate.AmmoType	2

ObjectTemplate.createSkeleton animations/Landmine.ske
ObjectTemplate.useSkeletonPartAsMain base
ObjectTemplate.addTemplate LandmineLod

rem *** Objects ***
ObjectTemplate.create SimpleObject LandmineSimple
ObjectTemplate.geometry Shad_Landmine

ObjectTemplate.create AnimatedBundle LandmineComplex
ObjectTemplate.geometry Landmine
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.createSkeleton animations/Landmine.ske

ObjectTemplate.create LodObject LandmineLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate LandmineComplex
ObjectTemplate.addTemplate LandmineSimple


ObjectTemplate.create Projectile LandmineProjectile
ObjectTemplate.networkableInfo ProjectileInfo
ObjectTemplate.geometry Landmine2
ObjectTemplate.hasDynamicShadow 0
ObjectTemplate.setHasMobilePhysics 1
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setHasResponsePhysics 1
ObjectTemplate.setHasPointPhysics 0
ObjectTemplate.hasCollisionEffect 0
ObjectTemplate.invisibleAtEndEffect 1
rem *** Landmines explodes after 120 seconds, if not detonated by hand first.
ObjectTemplate.timeToLive CRD_NONE/3600/0/0
rem ObjectTemplate.timeToLiveAfterDeath 60
ObjectTemplate.dieAfterColl 0
ObjectTemplate.radius 4
ObjectTemplate.ForceOnExplosion 1
ObjectTemplate.explodeNearEnemyDistance 3
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.mass 130
ObjectTemplate.material 230
ObjectTemplate.material2 232
ObjectTemplate.damageType 4
ObjectTemplate.endEffectTemplate e_ExplGranade
beginrem
ObjectTemplate.fadeOnDist 1
ObjectTemplate.minDist 2
ObjectTemplate.maxDist 20
ObjectTemplate.minDistAlpha 5
ObjectTemplate.maxDistAlpha 25
endrem
ObjectTemplate.noFFSound 1
ObjectTemplate.addToProjectileList 1
ObjectTemplate.projectileType 1
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