Magnum Opus (help me dear lord of acs!)

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Postby blackfish » Fri Jul 27, 2007 6:19 pm

There's the infamous Aknai tribarrel rocket launcher. (made by paul/nmn).
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Postby wildweasel » Fri Jul 27, 2007 6:34 pm

blackfish wrote:There's the infamous Aknai tribarrel rocket launcher. (made by paul/nmn).

I'm confused, why are you referring to that?
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Postby blackfish » Fri Jul 27, 2007 7:19 pm

The idea behind Magnum Opus is that it's my ultimate greatest hits collection.


I'd figure you'd want an interesting cool weapon in the mod. I can remake the code for you too.
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Postby wildweasel » Fri Jul 27, 2007 7:23 pm

That would be appreciated.
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Postby Lamneth » Fri Jul 27, 2007 9:05 pm

I don't know too much decorate but I have a dumb idea: A water pistol. It goes in the BFG slot and kills things pretty easily (extremely powerful), but has a very rare chance of actually appearing in place of the BFG.
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Postby wildweasel » Fri Jul 27, 2007 9:45 pm

Meh, I'm not really interested in silly weapons. I don't want this to look like one of Daniel's mods (no offense - but I see a pair of machine-gun breasts in every other one of his mods).
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Postby Lamneth » Fri Jul 27, 2007 10:32 pm

Daniel's mods suck, I doubt a watergun would make it look like one of his either since its actually an original idea and from playing a few of his mods I can see he lacks the ability to come up with anything original. Its okay if you don't want it though, but I gotta remember that idea.
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Postby MartinHowe » Sat Jul 28, 2007 3:40 am

Lamneth wrote:watergun ... original idea

Oh my! Errr... three words... Carib Beanva Cation :P
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Postby wildweasel » Sat Jul 28, 2007 7:51 pm

I've reached a point in which I'm completely stumped with a bug that's been plaguing the mod. The problem is with the Blackhand PDW. To reproduce it, do the following:

- Start a new game.
- Go to the console and type "GIVE WEAPONS"
- Select the Blackhand PDW
- Go back to the console and type "GIVE BLACKRIFLECLIP" until you have exactly three rounds in the clip.
- Pull the trigger.

You'll notice that the weapon's firing sound does not stop looping when the weapon is empty. This only happens when the weapon has 3 bullets in it - no more, no less. How do I fix this?
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Postby chronoteeth » Sat Jul 28, 2007 7:57 pm

Make it play a null sound?
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Postby wildweasel » Sat Jul 28, 2007 8:02 pm

If you'd look at the code, you'd see that I'm already doing that. I'm trying to figure out why it's skipping the null sounds.
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Postby TheDarkArchon » Sat Jul 28, 2007 8:05 pm

A_StopSoundEx("SoundSlot5") in DryFireNoClick.
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Postby wildweasel » Sat Jul 28, 2007 9:02 pm

Alright, that's fixed.

Another issue: how can I get the Revolver to stop gibbing enemies? I've tried the +NOEXTREMEDEATH flag on the weapon itself as well as the puff associated with it and neither seem to work.
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Postby TheDarkArchon » Sat Jul 28, 2007 9:22 pm

Having it on the puff should work.
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Postby wildweasel » Sat Jul 28, 2007 9:51 pm

The puff has +NOEXTREMEDEATH on it and the revolver is still gibbing zombies. Do I have to explicitly refer to the new puff on the revolver's code, instead of just having the new puff replace the old puff? Does it matter?
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