More COG Problems...getting a little angry here.


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Posted by Griff on January 06, 1998 at 00:34:12:

> > Does anyone know how in Jedi Knight, when you fire the blaster, etc..the blaster bolts give off light? Well how is that done? Is it in the cog script, 3do or what? If it's a cog script...what is the script? I've been sitting here staring at cog script all day and I'm getting a little annoyed here. Some one please help me out.

> Set light=0.5 (or any other value between 0 and 1) in the projectile's template.
> You can also do it from cog with SetThingLight(projectile, 0.5, 0); but it is
> probably way less efficient in multiplayer (you have to communicate the light
> change to the other players).

> -CogKing

I really appreciate the help...unfortunately..I still can't get it to work. This is my first attempt at editing COG...so that's probably why I can't get it to work. Let me just tell you what I'm trying to do..maybe it'll help then.

Since this is my first attempt at Cog...I thought I'd do something simple, rather than create a new force power staight off the bat (since cog language is like greek to me...on second thought...Greek is easy compared to this), I thought I'd fix something I thought was wrong with one of the exsisting powers. Force lightning should give off some glow to it. So I thought I'd add light to it...well...it's been about 9 hours and I still can't get it to work. I really feel like an idiot because I usually catch onto things really quick...but cog is just like java, and I can't grasp either of them for some reason.

Here's the line that I've editied in force_lightning.cog ;

FireProjectile(player, lightning, -1, -1, '-0.025 0.01 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimFOV);
Set Light = (0.5);

What the heck am I doing wrong?


Thanks,
Saint


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