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Posted: Thu Mar 02, 2006 1:03 am
by PaTMaN
Well I couldn't find a way around this skin problem yet, so I'm going to be letting it go for now and coming back to it later. I'm starting work on making puppet's killable now.
Posted: Fri Mar 03, 2006 6:31 pm
by PaTMaN
Added the ability for puppets to have items (not all of them full coded yet though). Added puppet health settings. I'm currently working out bugs in the puppet damaging code. I'm on spring break now back at home, so this could be good or bad coding wise.
Posted: Sat Mar 04, 2006 4:24 am
by Den
puppet ftw!
Posted: Sat Mar 04, 2006 4:40 am
by Beavisss
fuppet ftw
Posted: Sat Mar 04, 2006 2:41 pm
by PaTMaN
I was having too much fun today testing out killing puppets, so I decided to record some of my mischief
http://patman.byethost6.com/aq2/jmod/ex ... _demos.zip
Posted: Sun Mar 05, 2006 6:52 am
by birdie
Posted: Mon Mar 06, 2006 12:42 am
by PaTMaN
Puppets can use the laser now, though it doesnt affect weapon accuracy yet. I'm currently working out bugs with puppet health and some movement issues.
Posted: Wed Mar 08, 2006 11:32 pm
by PaTMaN
I had an idea on how I could speed coding up, and that ended with a big mess and it didn't work out as planned. Luckily I saved the source code prior to this and reloaded it. What I was trying to do was merge the puppet into the real player functions. It seemed like it would work but I think I just did too much stuff too fast and I ended up not knowing what I really did. I'm back on track with my usual methods for coding the puppets now. I'll be adding bleeding in for the puppets next to hopefully get past the health issues I was having. This could also solve a movement issue since I now realize why it is happening.
Posted: Thu Mar 09, 2006 4:02 am
by NRGizeR
PaTMaN wrote:I had an idea on how I could speed coding up, and that ended with a big mess.
^^ speedy coding usually does that
backups ftw
Posted: Mon Mar 13, 2006 5:31 pm
by PaTMaN
Well spring break is over and I'm back at the dorm and just about settled in. As some of you may know, I had my 21st birthday last thursday so work on ^J Mod hasn't gotten anywhere since then. I've got to catch up on homework for my online classes and then I can get back to work with this.
Posted: Sat Mar 18, 2006 2:40 pm
by PaTMaN
Finally got back to work on ^J Mod...
Fixed puppet frame problems. Fixed puppet damage problems. Puppets can now bleed. Working out bugs with puppet bandaging.
Posted: Mon Mar 20, 2006 11:56 pm
by PaTMaN
Fixed up puppet bandaging. Puppets can perform reloads (though it doesn't affect ammo count since there is no ammo). Fixed the fast knife throwing bug caused by removing reloading. Added in command to make puppets shoot. Right now you can only make a puppet shoot once per command. I'll probably change the command so you can specify how many shots to shoot, maxed out per weapon clip max of course. I thought about adding back in ammo usage for puppets, but I think that will just be a damn hassle in the end when doing some firefight scripting. I'm currently working through all the weapons for reloading, shooting, and switching.
Posted: Tue Mar 21, 2006 5:26 am
by Den
getting better & better.
Posted: Mon Mar 27, 2006 4:17 pm
by PaTMaN
Got some more updates in. Puppets can fire the mp5, akimbo, m4, shotgun, hc, knife, and pistol so far. Fixed a major slowdown with puppet aim following. Puppets can now activate doors, platforms, and buttons like players.
I've also got some ideas down for the new puppet demo system, mainly for file format and reading/writing. I'm planning on making it so that when updating the code, backwards compatibility isn't an issue. In its current coding, reading a puppet demo file is a maze of backwards compatibilty coding.
Posted: Mon Mar 27, 2006 4:45 pm
by Den
what about the skins man