Re: Cog syntax: CycleCamera and PlayKey


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Posted by CogKing on February 01, 1998 at 15:37:18:

In Reply to: Cog syntax: CycleCamera and PlayKey posted by Raptor [JiB] on February 01, 1998 at 12:56:34:

> Has anyone figured out what parameters are used with cycle camera? I presume it moves the camera from place to place.

> In PlayKey, there is a space for flags, does anyone know anything about Key flags, and does anyone know what the integer that goes in the brackets mean?
> I have a cog where a walkplayer is created (another kyle appears), and then I use PlayKey on him, where the key is the "place" one from ky.pup, I set the same flags and an int of one, and nothing happens. Any ideas?

"Use the Source Luke" :-)
From weap_saber.cog :
// Go to external
if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 0) && (GetPrimaryFocus(0) == player))
CycleCamera();

CycleCamera() doesn't take any parameter, and is the same as hitting F1 : it
simply changes from first person to third person and back. I've copied the code
above because it shows how to test the current mode, how to learn what the
current camera focus is, and how to access that UI flag to get to 3rd person
when switching to the saber.

PlayKey(ThingRef, KeyFrameRef, ???, Flags);
See 00_twoonebee.cog for instance. Flags seem to be 0 = animation loops
and 32 (0x20) = animation plays once only.

BTW, if you experiment and discover new flags and stuff : email
jkspecs@darkjedi.com
with the info, this is the only way the Specs are gonna be complete some day...

-CogKing


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