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Weapon recognition problems
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If you will do this, dont forget to give like to gfx/sfx.
--------------------------------------------------------------------------------
-- Dragon's Egg v1.0 by DannyDeth
-- CC DannyDeth weapon
-- Built and engineered by DannyDeth ( A bit stolen from DC )
--------------------------------------------------------------------------------
-- Setup Tables
if ccdd==nil then cc={} end -- ccdd is the default table used in CC DannyDeth
ccdd.dragonsegg={}
ccdd.dragonsegg.dragonsegg={}
-- Load & Prepare Ressources
ccdd.dragonsegg.gfx_wpn=loadgfx("weapons/dragonsegg.bmp") -- Weapon Image
setmidhandle(ccdd.dragonsegg.gfx_wpn)
ccdd.dragonsegg.sfx_attack=loadsfx("throw.ogg") -- Attack Sound
ccdd.dragonsegg.sfx_bounce=loadsfx("bounce.wav") -- Bounce Sound
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-- Weapon: Dragon's Egg
--------------------------------------------------------------------------------
ccdd.dragonsegg.id=addweapon("ccdd.dragonsegg","Dragon's Egg",ccdd.dragonsegg.gfx_wpn) -- Add Weapon
function ccdd.dragonsegg.draw() -- Draw
if weapon_shots<=0 then
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
drawinhand(ccdd.dragonsegg.gfx_wpn,6,0)
end
-- HUD chargebar
if weapon_charge>0 and weapon_shots==0 then
hudchargebar(weapon_charge,100)
end
-- HUD Crosshair / HUD Timer
if weapon_shots==0 then
hudcrosshair(4,3)
hudtimer(3)
end
end
function ccdd.dragonsegg.attack(attack) -- Attack
if (weapon_shots<=0) then
-- Charge
if (attack==1) then
weapon_charge=weapon_charge+1 -- Increase charge
end
-- Fire a projectile (on release/full charge)
if (attack==0 and weapon_charge>0) or (weapon_charge>=100) then
-- No more weapon switching!
useweapon(0)
playsound(ccdd.dragonsegg.sfx_attack)
weapon_shots=weapon_shots+1
id=createprojectile(ccdd.dragonsegg.dragonsegg.id)
projectiles[id]={}
-- Ignore collision with current player at beginning
projectiles[id].ignore=playercurrent()
-- Set initial position of projectile
projectiles[id].x=getplayerx(0)+(4*getplayerdirection(0))+math.sin(math.rad(getplayerrotation(0)))*10.0
projectiles[id].y=getplayery(0)+3-math.cos(math.rad(getplayerrotation(0)))*10.0
-- Set speed of projectile
projectiles[id].sx=math.sin(math.rad(getplayerrotation(0)))*(weapon_charge/100.0)*10.0
projectiles[id].sy=-math.cos(math.rad(getplayerrotation(0)))*(weapon_charge/100.0)*10.0
-- Set timer
projectiles[id].timer=weapon_timer*50
-- Effects
recoil(2)
-- End Turn
endturn()
end
end
end
--------------------------------------------------------------------------------
-- Projectile: Dragon's Egg
--------------------------------------------------------------------------------
ccdd.dragonsegg.dragonsegg.id=addprojectile("ccdd.dragonsegg.dragonsegg") -- Add Projectile
function ccdd.dragonsegg.dragonsegg.draw(id) -- Draw
-- Setup draw mode
setblend(blend_alpha)
setalpha(1)
setcolor(255,255,255)
setscale(1,1)
-- Calculate projectile rotation
setrotation(math.deg(math.atan2(projectiles[id].sx,-projectiles[id].sy)))
-- Draw projectile
drawimage(ccdd.dragonsegg.gfx_wpn,projectiles[id].x,projectiles[id].y)
-- Draw Arrow if out of Screen
outofscreenarrow(projectiles[id].x,projectiles[id].y)
end
function ccdd.dragonsegg.dragonsegg.update(id) -- Update
-- Gravity influence on speed
projectiles[id].sy=projectiles[id].sy+getgravity()
-- Move (in substep loop for optimal collision precision)
msubt=math.ceil(math.max(math.abs(projectiles[id].sx),math.abs(projectiles[id].sy))/3)
msubx=projectiles[id].sx/msubt
msuby=projectiles[id].sy/msubt
for i=1,msubt,1 do
-- Move X
projectiles[id].x=projectiles[id].x+msubx
if collision(col5x5,projectiles[id].x,projectiles[id].y,1,1)==1 then
if terraincollision()==1 or playercollision()~=projectiles[id].ignore then
if (math.abs(projectiles[id].sx)>0.5) then playsound(cc.grenade.sfx_bounce) end
projectiles[id].x=projectiles[id].x-msubx
projectiles[id].sx=-projectiles[id].sx*0.3
msubx=-msubx*0.3
end
else
projectiles[id].ignore=0
end
-- Move Y
projectiles[id].y=projectiles[id].y+msuby
if collision(col5x5,projectiles[id].x,projectiles[id].y,1,1)==1 then
if terraincollision()==1 or playercollision()~=projectiles[id].ignore then
if (math.abs(projectiles[id].sy)>0.5) then playsound(cc.grenade.sfx_bounce) end
projectiles[id].y=projectiles[id].y-msuby
projectiles[id].sy=-projectiles[id].sy*0.3
msuby=-msuby*0.3
end
else
projectiles[id].ignore=0
end
-- Water
if (projectiles[id].y)>getwatery()+5 then
-- Effects
particle(p_waterhit,projectiles[id].x,projectiles[id].y)
playsound(sfx_hitwater1)
-- Free projectile
freeprojectile(id)
break
end
end
-- Timer -> Explode
projectiles[id].timer=projectiles[id].timer-1
if projectiles[id].timer<=0 then
-- Cause damage
arealdamage(projectiles[id].x,projectiles[id].y,100,50)
-- Destroy terrain
terrainexplosion(projectiles[id].x,projectiles[id].y,30,1)
-- Crater
grey=math.random(0,40)
if math.random(0,1)==1 then
terrainalphaimage(gfx_crater100,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
else
terrainalphaimage(gfx_crater125,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
end
-- Free projectile
freeprojectile(id)
end
-- Scroll to projectile
scroll(projectiles[id].x,projectiles[id].y)
end
Alright sorry guys, just found out that i had put the weapon in cc origanal instead of my new one, but i do get an error that says something about ccdd being the value of nil and then it says you can proceed or quit, so i proceeded and found my weapon not included in the game
cc is enough, just change weapon name! I thing it is a problem
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however I don't get the real problem. you simply don't see your weapon in the game? that's what you have to do to add new weapons to the game/weapon set:
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your script still has errors if you now get error messages! try to fix them and host again afterwards.
if there are no errors you should see your weapon in-game.
It is icon for weapon list
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