Author |
Topic: Ammo Problems |
Mr.
Duplicity Soldier
Posts: 51 Registered: Mar 2000 |
posted 04-24-2000 07:02 PM
Hey, I
wanted to make the Machinegun have unlimited ammo (that's easy, I
got that fine).
But since I no longer have any need for bullet ammo, I just
commented it out of the game, and now all of the sudden rocket ammo
is lightning gun ammo, slugs are rockets, and everythings all fucked
up. The only that ISN'T screwed up is the stuff above what I
commented out. So I'm guessing somewhere the game expects some kind
of number to bullet ammo, and now that its gone, the one after
bullet ammo is used. Anyone know how to fix this
problem? |
Mr.
Duplicity Soldier
Posts: 51 Registered: Mar 2000 |
posted 04-24-2000 07:28 PM
Also, I
wanted to have the the 3-D ammo box that appears in the status bar
to be removed....I did it before but I can't exactly remember how I
do it now. Can anyone help me here? |
Wang Soldier
Posts: 55 Registered: Jan 2000 |
posted 04-25-2000 04:56 AM
You have to
ensure that bg_itemlist in bg_misc.c and inv.h are in line since
inv.h contains pointers to the items in the
itemlist. |
Lancer Grunt
Posts: 27 Registered: Mar 2000 |
posted 04-25-2000 06:19 AM
My
suggestion would be to leave the ammo in the game, but prevent it
from spawning into the world. That's the easier way around it
without having to eliminate all other instances of ammo from
existence.
------------------ Lancer |
Zorten Soldier
Posts: 58 Registered: Mar 2000 |
posted 04-25-2000 10:58 AM
I'm at
school right now but when I get home I'll look at my code. I coded
one of the ammo boxes out once in some spawn function and left all
others. I'll look it up when I get home.
As for ammo counter on the side, I have no idea where to start.
I'm a little new and have not read through all teh source code
yet. |
Zorten Soldier
Posts: 58 Registered: Mar 2000 |
posted 04-25-2000 05:44 PM
To get rid
of the ammo boxes I did this. In the G_CallSpawn function in
g_spawn.c Under:
code:
if ( !ent->classname ) { G_Printf ("G_CallSpawn: NULL classname\n"); return qfalse; }
//Add:
code:
if(Q_stricmp(ent->classname, "ammo_bullets") == 0) { strcpy(ent->classname, "item_armor_shard"); }
This now places armor shards every where the
mg bullets cases where.
------------------ Been fraged, fraged that.
[This message has been edited by Zorten (edited
04-25-2000).] |