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Spawning empty case in the world after firing a gun


Bourbon

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Hallo Everyone, i am trying to get Rausheims Reloading mod up to date. But i ran into a wall there. I tried to get his old code working, but there is an Error occouring when you fire the shot. (Error Code below) I am pretty much stuck here. I am happy for anyone helping :)

 

[spoiler][code]require "ISBaseObject"
require "Reloading/ISReloadUtil"
require "Reloading/ISRackAction"
require "Reloading/ISReloadAction"

ISReloadManager = ISBaseObject:derive("ISReloadManager");

--************************************************************************--
--** ISReloadable:initialise
--**
--************************************************************************--
function ISReloadManager:initialise()

end

-- CUSTOM FUNCTION FOR EJECTING BRASS
-- Called from: ISReloadManager:fireShot below.
local function addEmptyBrass(wielder, weapon)
	
	local player = wielder;	-- gets the player shooting
                
	-- Get the name.
	local weapon = weapon;			--The Weapon
	local name = weapon:getName();	--The Weapon Name
	
                
	-- Compare the name (string) to the weapon strings
	if name == "Pistol" then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0);	-- This is 9mm brass
	elseif name == 'Shotgun' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0);	-- This is shotgun shells, rename the item to what it is called.
	elseif name == 'Varmint Rifle' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0);	-- .223, rename to what it is in your code.
	elseif name == 'Hunting Rifle' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0);	-- .308, rename to what it is in your code.
	end
end

--************************************************************************--
--** ISReloadManager:new
--**
--************************************************************************--
function ISReloadManager:new(player)
	local o = {}
	setmetatable(o, self)
    self.__index = self
	o.reloadAction = nil;
	o.reloadStarted = false;
	o.reloadWeapon = nil;
	o.rackingStarted = false;
	o.chainReload = false;
	o.spaceIsPressed = false;
	o.rIsPressed = false;
	--o.kIsPressed = false; -- debugging tool
	o.difficulty = 1;
	o.reloadAction = nil;
	o.rackingAction = nil;
	o.reloadable = nil;
	o.playerid = player;
	o.lastClickTime = 0

	-- Debug hooks
    --o.managerDetails = function()
	    --return ReloadManager:printManagerDetails();
	--end
	--Events.OnPlayerUpdate.Add(o.managerDetails);

    return o;
end

aaa = {}

aaa.startRackingHook = function(pl)
    if pl then
	    return ReloadManager[pl:getPlayerNum()+1]:checkRackConditions();
    else return ReloadManager[1]:checkRackConditions(); end
end
Events.OnPlayerUpdate.Add(aaa.startRackingHook);

aaa.startReloadHook = function(pl)
    if pl then
  	    return ReloadManager[pl:getPlayerNum()+1]:checkReloadConditions();
    else return ReloadManager[1]:checkReloadConditions(); end
end
Events.OnPlayerUpdate.Add(aaa.startReloadHook);

aaa.fireShotHook = function(wielder, weapon)
	return ReloadManager[wielder:getPlayerNum()+1]:fireShot(wielder, weapon);
end
Events.OnWeaponSwingHitPoint.Add(aaa.fireShotHook);

aaa.checkLoadedHook = function(character, chargeDelta)
	return ReloadManager[character:getPlayerNum()+1]:checkLoaded(character, chargeDelta);
end
Hook.Attack.Add(aaa.checkLoadedHook);



--************************************************************************--
--** ISReloadManager:checkLoaded
--**
--** Checks whether the DoAttackMethod may begin (i.e whether a weapon)
--** has a round loaded.
--**
--************************************************************************--
--************************************************************************--
function ISReloadManager:checkLoaded(character, chargeDelta)
    local weapon = character:getPrimaryHandItem();
    if(ReloadUtil:setUpGun(weapon) == true) then
        self.reloadable = ReloadUtil:getReloadableWeapon(weapon, character);
		if(self.reloadable:isLoaded(self.difficulty) == true) then
			ISTimedActionQueue.clear(character)
			if(chargeDelta == nil) then
				character:DoAttack(0);
			else
				character:DoAttack(chargeDelta);
            end
        else
            character:DoAttack(chargeDelta, true, self.reloadable.clickSound);
--	    elseif Calendar.getInstance():getTimeInMillis() - self.lastClickTime > 250 then
--		    getSoundManager():PlayWorldSound(self.reloadable.clickSound, character:getSquare(), 0, 4, 1.0, false);
--		    self.lastClickTime = Calendar.getInstance():getTimeInMillis()
        end
	else
        character:DoAttack(chargeDelta);
	end
    self.reloadable = nil;
end

--************************************************************************--
--** ISReloadManager:fireShot
--**
--** Checks whether weapon is reloadable and performs any necessary
--** actions after the weapon is fired
--**
--************************************************************************--
function ISReloadManager:fireShot(wielder, weapon, difficulty)
	self.reloadable = ReloadUtil:getReloadableWeapon(weapon, wielder);
	if(self.reloadable ~= nil) then
		self.reloadable:fireShot(weapon, self.difficulty);
		addEmptyBrass(wielder, weapon);	-- HERE WE EJECT OUR BRASS
	end
	self.reloadable = nil;
end

--************************************************************************--
--** ISReloadManager:isWeaponReloadable
--**
--** Performs various checks to make sure that the equipped item is
--** reloadable
--**
--************************************************************************--
function ISReloadManager:isWeaponReloadable()
	self.reloadWeapon = getSpecificPlayer(self.playerid):getPrimaryHandItem();
	if(self.reloadWeapon == nil) then
        return false;
	end

	self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, getSpecificPlayer(self.playerid));
	if self.reloadable == nil then return false; end
	local isReloadable = self.reloadable:canReload(getSpecificPlayer(self.playerid));
	self.reloadable = nil;
    return isReloadable;
end

--************************************************************************--
--** ISReloadManager:stopReload
--**
--** Resets variables after a cancelled reload timed action.
--**
--************************************************************************--
function ISReloadManager:stopReload(noSound)
    if self.reloadable.bulletOutSound and self.reloadable.currentCapacity > 0 and not noSound then
        getSoundManager():PlayWorldSound(self.reloadable.bulletOutSound, getSpecificPlayer(self.playerid):getSquare(), 0, 10, 1.0, false);
    end
	self.reloadStarted = false;
	self.reloadAction.javaAction = nil;
	self.reloadWeapon = nil;
	self.reloadable = nil;
	self.chainReload = false;
end

--************************************************************************--
--** ISReloadManager:stopReloadSuccess
--**
--** Determines whether further reload actions should be performed and
--** resets variables after a reload timed action completes successfully.
--**
--************************************************************************--
function ISReloadManager:stopReloadSuccess()
	self.chainReload = ReloadUtil:getReloadableWeapon(self.reloadWeapon,getSpecificPlayer(self.playerid)):isChainReloading();
	if(self.reloadWeapon ~= nil and self.chainReload == true and self.reloadStarted == true) then
		self.reloadStarted = false;
		if(self.reloadable:canReload(getSpecificPlayer(self.playerid))) then
			self:startReloading();
        else
            if self.reloadable.bulletOutSound and self.reloadable.currentCapacity > 0 then
                getSoundManager():PlayWorldSound(self.reloadable.bulletOutSound, getSpecificPlayer(self.playerid):getSquare(), 0, 10, 1.0, false);
            end
        end
	elseif(self.chainReload == false) then
		self:stopReload();
	end
end

--************************************************************************--
--** ISReloadManager:checkReloadConditions
--**
--** Checks for the reload key being pressed and starts the reload if
--** conditions are suitable
--**
--************************************************************************--
function ISReloadManager:checkReloadConditions()
	if((isKeyDown(Keyboard.KEY_R) == true or getSpecificPlayer(self.playerid):isLTPressed()) and self.reloadStarted == false
        and self.rackingStarted == false) then
		self.reloadWeapon = getSpecificPlayer(self.playerid):getPrimaryHandItem();

		if not(self.difficulty == 3 and isKeyDown(Keyboard.KEY_SPACE)) then
		    if(self:isWeaponReloadable() == true) then
			    self:startReloading();
		    end
		end
	end
end

--************************************************************************--
--** ISReloadManager:startReload
--**
--** Sets up and starts the reload timed action
--**
--************************************************************************--
function ISReloadManager:startReloading()
	-- prep the reload information
	local player = getSpecificPlayer(self.playerid)
	local moodles = player:getMoodles();
	local panicLevel = moodles:getMoodleLevel(MoodleType.Panic);
	self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, player);
	self.reloadAction = ISReloadAction:new(self, player, player:getSquare(),
		(self.reloadable:getReloadTime()*player:getReloadingMod())+(panicLevel*30))
	self.reloadStarted = true
	if not self.chainReload then
        ISTimedActionQueue.clear(player)
    end
	ISTimedActionQueue.add(self.reloadAction)
end

--************************************************************************--
--** ISReloadManager:startReloadFromUi
--**
--** Sets up and starts the reload timed action from the UI
--**
--************************************************************************--
--function ISReloadManager:startReloadFromUi(item)
--	if(self.reloadStarted == false and self.rackingStarted == false) then
--		self.reloadWeapon = item;
--		self:startReloading();
--	end
--  end
function ISReloadManager:startReloadFromUi(item)
	if(self.reloadStarted == false and self.rackingStarted == false) then
		self.reloadWeapon = item;
		self:startReloading();
	end
end

--************************************************************************--
--** ISReloadManager:checkRackConditions
--**
--** Checks for the rack key being pressed and starts racking if
--** conditions are suitable
--**
--************************************************************************--
function ISReloadManager:checkRackConditions()
	if(isKeyDown(Keyboard.KEY_SPACE) == true and self.rackingStarted == false
        and self.reloadStarted == false) then
	    if(self.difficulty == 3 and isKeyDown(Keyboard.KEY_R) == false) then
	        self.reloadWeapon = getSpecificPlayer(self.playerid):getPrimaryHandItem();
		    if(self.reloadWeapon == nil) then
                return false;
            end
            self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, getSpecificPlayer(self.playerid));
            if(self.reloadable ~= nil) then
                self:startRacking();
            else
                self:stopRacking();
            end
		end
	end
end

--************************************************************************--
--** ISReloadManager:startRackFromUi
--**
--** Sets up and starts the rack timed action from the UI
--**
--************************************************************************--
function ISReloadManager:startRackFromUi(item)
	if(self.reloadStarted == false and self.rackingStarted == false) then
		self.reloadWeapon = item;
		self:startRacking();
	end
end

--************************************************************************--
--** ISReloadManager:startRacking
--**
--** Sets up and starts the racking timed action
--**
--************************************************************************--
function ISReloadManager:startRacking()
	-- prep the racking information
	local player = getSpecificPlayer(self.playerid)
	local moodles = player:getMoodles();
	local panicLevel = moodles:getMoodleLevel(MoodleType.Panic);
	self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, player);
	self.rackingAction = ISRackAction:new(self, player, player:getSquare(),
		(self.reloadable:getRackTime()*player:getReloadingMod())+(panicLevel*30));
	self.rackingStarted = true;
	ISTimedActionQueue.add(self.rackingAction)
end

--************************************************************************--
--** ISReloadManager:stopRacking
--**
--** Resets variables after a racking timed action.
--**
--************************************************************************--
function ISReloadManager:stopRacking()
	self.rackingStarted = false;
	self.rackingAction = nil;
	self.reloadWeapon = nil;
end

--************************************************************************--
--** ISReloadManager:setDifficulty
--**
--** Sets the Difficulty to the value provided. Valid difficulties are:
--** 1 = EASY
--** 2 = MEDIUM
--** 3 = HARDCORE
--**
--** @param newDifficulty a number representing the new difficulty
--**
--************************************************************************--
function ISReloadManager:setDifficulty(newDifficulty)
	self.difficulty = newDifficulty;
end

--************************************************************************--
--** ISReloadManager:getDifficulty
--**
--** Gets the Difficulty value currently set. Will return a number between
--** 1 and 3 where each number corresponds with the following
--** difficulties:
--**
--** 1 = EASY
--** 2 = MEDIUM
--** 3 = HARDCORE
--**
--************************************************************************--
function ISReloadManager:getDifficulty()
	return self.difficulty;
end

--************************************************************************--
--** ISReloadManager:getDifficultyDescription
--**
--** Returns the text that should appear in the MainOptions screen to
--** describe the reload difficulty setting.
--**
--************************************************************************--
function ISReloadManager:getDifficultyDescription(difficulty)
	if(difficulty == 1) then
		return 'Reloading handguns refills the weapon provided there is ammunition available.';
	elseif(difficulty == 3) then
		return 'Reloading handguns ejects or inserts a magazine. The magazine must be reloaded separately.\nWeapons must be racked before firing to ensure a round is chambered.';
	else
		return 'Reloading handguns ejects or inserts a magazine. The magazine must be reloaded separately.';
	end
end

function ISReloadManager:printManagerDetails()
    if(isKeyDown(Keyboard.KEY_K) == true) then
        self.kIsPressed = true;
        print('***************************************************************');
        print('Reload Manager state');
        print('***************************************************************');
        local outString = '';
        if(self.reloadStarted ~= nil) then
            outString = outString..', reload Started: '
            if(self.reloadStarted == true) then
                outString = outString..'true';
            else
                outString = outString..'false';
            end
        else
            outString = outString..', reload Started == nil';
        end
        if(self.reloadWeapon ~= nil) then
            outString = outString..', reload Weapon: '..self.reloadWeapon;
        else
            outString = outString..', reload Weapon == nil';
        end
        if(self.rackingStarted ~= nil) then
            outString = outString..', rackingStarted: '
            if(self.rackingStarted == true) then
                outString = outString..'true';
            else
                outString = outString..'false';
            end
        else
            outString = outString..', racking Started = nil';
        end
        if(self.chainReload ~= nil) then
            outString = outString..', chain reloading: ';
            if(self.chainReload == true) then
                outString = outString..'true';
            else
                outString = outString..'false';
            end
        else
            outString = outString..', chain reloading == nil';
        end
        if(self.spaceIsPressed ~= nil) then
            outString = outString..', space Is Pressed: ';
            if(self.spaceIsPressed == true) then
                outString = outString..'true';
            else
                outString = outString..'false';
            end
        else
            outString = outString..', space Is pressed = nil';
        end
        if(self.rIsPressed ~= nil) then
            outString = outString..', r Is Pressed: ';
            if(self.rIsPressed == true) then
                outString = outString..'true';
            else
                outString = outString..'false';
            end
        else
            outString = outString..', r Is pressed = nil';
        end
        if(self.difficulty ~= nil) then
            outString = outString..', difficulty: '..self.difficulty;
        else
            outString = outString..', difficulty = nil';
        end
        print(outString);
        print('self.reloadable: ');
        print(self.relodable);
        print('Reload Action:')
        print(self.reloadAction)
        print('Racking Action:')
        print(self.rackingAction)
        print('***************************************************************');
        print();
        print();
        self:printReloadableDetails();
        self:printWeaponModDetails();
        self.kIsPressed = false;
	end
end

function ISReloadManager:printReloadableDetails()
        local weapon = getPlayer():getPrimaryHandItem();
        if(weapon ~= nil) then
            local reloadable = ReloadUtil:getReloadableWeapon(weapon, getSpecificPlayer(self.playerid));
            if(reloadable ~= nil) then
                reloadable:printReloadableWeaponDetails();
            end
        end
end

function ISReloadManager:printWeaponModDetails()
        local weapon = getPlayer():getPrimaryHandItem();
        if(weapon ~= nil) then
            local reloadable = ReloadUtil:getReloadableWeapon(weapon, getSpecificPlayer(self.playerid));
            if(reloadable ~= nil) then
                reloadable:printWeaponDetails(weapon);
            end
        end
end
[/code][/spoiler]

 

STACK TRACE

Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@6a0cdb41

function: checkLoaded --file: ISReloadMAnager.lua line # 90

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2 hours ago, Bourbon said:

@tommysticksThanks for the reply, man!

 

Something clearly worked here, but unfortunetly NO ejected brass, but NO ErrorCode either. You still get a cookie!

 

My uneducated guess is that something with the spawning ist wrong.

 

Any further ideas?

 

Can you print the new console log? This looks like an old version of the reload manager, I might be wrong.

 

But if you get on, fire some shots and reload then print the log that might help.

Edited by tommysticks
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Try this:

 

Replace line 18 - 37 with this:

 

local function addEmptyBrass(wielder, weapon)
	
	local player = wielder;	-- gets the player shooting
                
	-- Get the name.
	local weapon = weapon;			--The Weapon
	local name = weapon:getName();	--The Weapon Name
	
                
	-- Compare the name (string) to the weapon strings
	if name == "Pistol" then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0);	-- This is 9mm brass
	elseif name == 'Shotgun' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0);	-- This is shotgun shells, rename the item to what it is called.
	elseif name == 'Varmint Rifle' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0);	-- .223, rename to what it is in your code.
	elseif name == 'Hunting Rifle' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0);	-- .308, rename to what it is in your code.
	end
	getPlayer():Say("Here there be brass...");
	print("The weapon used is " .. weapon);
	print("Weapon name is " .. name);
end

That will check to make sure the function is working, evertime you shoot your character will say "Here there be brass..."

...and will also print to the console whether or not the function is detecting which weapon you're using. So still print a new console and post it here.

 

If the function works, then the issue is not in this file... what I'm thinking is that you're missing the actual brass item.

Edited by tommysticks
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@tommysticks tried your code, still no error code, nothing in console :/ The item is where it should be. It linked a debug function for spawning brass next to the player on "O".

 

I will now try to copy the functions into the new ISReloadManager from PZCode. Old Code might be the problem as you said.

 

This is the mod as it is right now, if you want download it and try something in the code directly. "O" is debug for the casespawning, "P" is for all the items.

http://www.mediafire.com/file/ana7k23j3hbq12r/HandloadingMod.zip

 

You have been a HUGE help :D honestly thank you.

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7 hours ago, Bourbon said:

@tommysticks tried your code, still no error code, nothing in console :/ The item is where it should be. It linked a debug function for spawning brass next to the player on "O".

 

I will now try to copy the functions into the new ISReloadManager from PZCode. Old Code might be the problem as you said.

 

This is the mod as it is right now, if you want download it and try something in the code directly. "O" is debug for the casespawning, "P" is for all the items.

http://www.mediafire.com/file/ana7k23j3hbq12r/HandloadingMod.zip

 

You have been a HUGE help :D honestly thank you.

I'm lookin at it, it's really weird, there are a whole bunch of weird errors that make it look like this mod never ran or that he may have sabotaged it. For example a comma where a period should be. Did you ever play a game with it working? I'm still working on it to see if I can get it running.

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Replace everything in the ISReloadManager file with this:

 

local function addEmptyBrass(wielder, weapon)
	
	local player = wielder;	-- gets the player shooting
                
	-- Get the name.
	local weapon = weapon;			--The Weapon
	local name = weapon:getName();	--The Weapon Name
	
                
	-- Compare the name (string) to the weapon strings
	if name == "Pistol" then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0);	-- This is 9mm brass
	elseif name == 'Shotgun' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0);	-- This is shotgun shells, rename the item to what it is called.
	elseif name == 'Varmint Rifle' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0);	-- .223, rename to what it is in your code.
	elseif name == 'Hunting Rifle' then
		player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0);	-- .308, rename to what it is in your code.
	end
	-- getPlayer():Say("Here there be brass...");
	-- print("The weapon used is " .. tostring(weapon));
	-- print("Weapon name is " .. tostring(name));
end

Events.OnWeaponSwing.Add(addEmptyBrass);

...and change the name of that file (the one in the mod, not the game one) to anything else, like BrassManager.lua so it doesn't override the game's file.

 

Are you gonna release this as a mod?

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Shit, I forgot that there was some shit in some of the other files that was fucked up: 

 

New HCPlacingMenu.lua :

 

-- PlacingMenu = {};
HandloadingPlacing = {};
HandloadingPlacing.currentSquare = nil;

function HandloadingPlacing.doPlacingMenu(player, context, worldobjects)
    if getSpecificPlayer(player):getInventory():contains("handloading.reloadingpress") then
        context:addOption("Place Reloading Press", worldobjects, HandloadingPlacing.onPlacePillar, player);
    end
    
    if getSpecificPlayer(player):getInventory():contains("handloading.reloadingpressshotgun") then
        context:addOption("Place Shotgun Reloading Press", worldobjects, HandloadingPlacing.onPlaceLPillar, player);
    end
    
end

function HandloadingPlacing.onPlacePillar(worldobjects, player)
    local bo = HCStonePillar:new("media/textures/Object_HCStonepillar.png", player);
    bo.player = player;
    getCell():setDrag(bo, player);
end

function HandloadingPlacing.onPlaceLPillar(worldobjects, player)
    local bo = HCLogPillar:new("media/textures/Object_HCLogpillar.png", player);
    bo.player = player;
    getCell():setDrag(bo, player);
end


Events.OnPreFillInventoryObjectContextMenu.Add(HandloadingPlacing.doPlacingMenu);

New handloadingtablerecipes.txt :

 

module handloading

{    
    imports
    {
        Base.items
        
    }
    
    item WoodenWindows
    {    Type = Moveable, 
        Weight = 8.0, 
        WorldObjectSprite = fixtures_windows_01_1, 
        DisplayName = Wooden Windows, 
        Icon = default, 
    }

    recipe Wooden Windows
    {
        SkillRequired:Woodwork=0,
        Plank=4,    
        Nails=4,    
        keep Saw/Hammer,    
        Sound:PZ_Hammer,    

        Result:WoodenWindows,
        Time:500,
        Category:Carpentry,
    }
}

Edited by tommysticks
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I didn't try any of the other functions of the mod, just that it would drop brass when you shoot. So there might be some shit wrong with creating new bullets or whatever it is.

 

But currently I'm getting no errors.

Edited by tommysticks
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I am trying it out right now. HUGE Thanks for the help! I got some fucked up shit everywhere in this mod because I am trying a lot of things with the mod. It isnt anywhere near to release state.

My Plan was to get the recipies and eject brass + loot distribution in order and releasing it. Of Course you will get mentioned because you did a lot of work!

 

Unfortunatly It does not run on my game, did you copy the right code?

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I replaced the old ISReloadManager.lua with the new code you gave me, and renamed it. I threw the other two out for now, because they were just there to test stuff. But I just tried shooting some rounds ingame after using the debug button and it did not spawn empty brass :(

 

 

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2 minutes ago, Bourbon said:

I replaced the old ISReloadManager.lua with the new code you gave me, and renamed it. I threw the other two out for now, because they were just there to test stuff. But I just tried shooting some rounds ingame after using the debug button and it did not spawn empty brass :(

 

 

Yeah, the other two are producing errors and causing everything to break before it gets to firing the shots. You need to change them or delete them from the mod folder.

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1 minute ago, tommysticks said:

Yeah, the other two are producing errors and causing everything to break before it gets to firing the shots. You need to change them or delete them from the mod folder.

 

I put them out for now, but still not working.

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4 minutes ago, tommysticks said:

My changes LINK

 

Try that out, should work.

 

EDIT - Never uploaded to MediaFire before... I mighta fucked that up.

Yeah didnt get it. Put it in a .zip or . rar and upload it.

Edited by Bourbon
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Didnt work again. :( Something is wrong on my end. Debug button didnt work either. I am going to check everything and will get to you when I know more.

 

Thanks for your help, you will hear from me when i got it working. I will get back to my usual computer on monday and will try it there again, reinstall PZ etc.

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@tommysticks

 

I GOT IT WORKING! OMG I AM SO HAPPY!

 

Prepare for some weird error report!

 

So i got my game on German because I played it with my girlfriend. THAT was the mistake! The Code you´ve written gets the Weapons name, which is different in German! So it could never have worked in German!

 

So now everything is kinda working as it should, i will be working on getting the first release version of the mod out.

 

HUGE Thanks again for your help. You will be mentioned in the Mod´s code and also in the Mod Post!

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