Thread: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

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  1. #76
    warrior spy-warrior's Avatar  
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Hello, please

    Crash svencoop 5.14 description (Caused by a scripted weapon.)
    Quote Originally Posted by GeckonCZ
    nullptr access in CBasePlayerWeapon::SendWeaponAnim(), because m_hPlayer is not set.
    help me

  2. #77
    Registered User Joce's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Fix Sven Co-op rather than the plugin.

  3. #78
    200 MB Angelscript log file KernCore's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.2]

    Quote Originally Posted by Zorbos View Post
    [/SIZE]The Bow Rifle shoots slow and has an odd projectile angle
    [SIZE=2]I got stumped on this one for quite a while. Right now the crossbow bolt travels at a velocity of 1000 hammer units/second and if I try to increase it, it begins shooting wildly in random directions. Probably an issue with my vector math. I did notice the default Sven Co-op crossbow seems to suffer from this issue as well though. Furthermore, if you shoot at an upwards or downwards angle, the bolt is ejected facing the wrong direction. The gun still shoots straight however.
    I have a fix for that:
    Code:
                    //Vector needed to correct the bolt angles
    		Vector ang_Aim = m_pPlayer.pev.v_angle + m_pPlayer.pev.punchangle;
    		Vector vecOrigin = m_pPlayer.GetGunPosition() - g_Engine.v_up * 2 + g_Engine.v_right * 1.75;
    		Vector vecDirect = g_Engine.v_forward;
    		Math.MakeVectors( ang_Aim );
    		ang_Aim.x = -(ang_Aim.x); //Invert the angle x
    
    		CBaseEntity@ pBolt = g_EntityFuncs.Create("crossbow_bolt", vecOrigin, vecDirect, false, m_pPlayer.edict());
    		pBolt.pev.angles = ang_Aim;
    		pBolt.pev.dmg = CMLWBR_MOD_DAMAGE;
    		pBolt.pev.velocity = (m_pPlayer.pev.waterlevel == 3) ? vecDirect * CMLWBR_MOD_PROJ_SPEED_UNDERWATER : vecDirect * CMLWBR_MOD_PROJ_SPEED;
    		pBolt.pev.speed = (m_pPlayer.pev.waterlevel == 3) ? CMLWBR_MOD_PROJ_SPEED_UNDERWATER : CMLWBR_MOD_PROJ_SPEED;
    Taken from [REDACTED] project of mine, which uses a custom bolt entity.
    Remove the old code and put this one, you'll be able to customize speed/velocity and origin as you see fit.

    You should also consider not letting players press the laptops after they were pressed one time, it gets quite annoying having to see the same cutscene over and over again
    Last edited by KernCore; 11-11-2017 at 08:20 PM.

  4. #79
    incognico nico's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.2]

    Quote Originally Posted by KernCore View Post
    You should also consider not letting players press the laptops after they were pressed one time, it gets quite annoying having to see the same cutscene over and over again
    YES, this totally ruins those maps on a public server. Maybe also display that stuff a few seconds less.

  5. #80
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Warning - don't forget to use improved version of Poke646 Anniversary Edition Version. It should together to Sven Coop - If you wish Poke646 and Poke646 Vendetta merge ( I think better you need bsptomap and make sure ( Poke646 End-map + Poke646-Vendetta Start-map together like "conitune map"

    Thanks!
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!

  6. #81
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    Great release, I am definitely going to play soon.

  7. #82
    Registered User GarompaEstomper's Avatar
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    Re: Poke646 / Poke646: Vendetta Co-op [beta 1.0]

    the cutscene triggers should be tied to a trigger once. this way cutscenes are not displayed over and over

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