shinyquagsire23 / OpenJKDF2

A cross-platform reimplementation of JKDF2 in C
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Enable blaster weapons (numbers 2 to 9) in MotS level 12 - 14 ? #242

Closed Alex3474247 closed 1 year ago

Alex3474247 commented 1 year ago

As you know, the blaster weapons are broken/disabled and doesn't harm at least in MotS level 12 (see the video below).: https://drive.google.com/file/d/1EIYVwyK3g3ZNp5zAASndCdl0b_QZENOg/view?usp=share_link I know that this is a feature of the original MotS engine, but it seems to me the Lucas Arts developers did it in vain and it's boring to play these levels without blasters, it's much more fun to shoot dark Jedi with blasters. Is it possible to add an option to enable blaster weapons (numbers 2 to 9) at these levels?

Alex3474247 commented 1 year ago

Wait, sorry, I didn't figure out the scripts of the game, it's setting up in there, for example in weap_blastech_m.cog:

if (GetInv(player, 93) > 0.0) { dummy = FireProjectile(player, projectileB, failSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV2); } else dummy = FireProjectile(player, projectile, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV2);

Here, inventory item 93 is located here in items.dat: indicates that technological weapons cannot be fired. weaponssuppressed 93 0 1000 0x000

So, this option is not a refinement of the game engine.