Yeehaw!!!!-STEALTH..read :D


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Posted by Elanthil01 on February 23, 1998 at 09:23:01:

YESS!!!

The cogs are all working in their base forms hehe!

I wrote some hideously huge cogs that you have to modify for every object you use them on (adding/subtracting moveframes depending on the total frames to use), FORTUNATELY, Stealth has made a cog that will (hopefully) free us from all that!

Stealth..the cog you posted for me seems to work well...do yourself a favor..

Edit the cog, put in all the legal info to protect you from LucasArts, and put in your info stating you built it :D

Then post that sucker to the file section!!


I *DO* have one other ? about cogs.

I have an autoelev.cog that I use to run a non-elevator object through frames as if its an elevator.

It works very well with one minor problem.


The script itself is a bastardized version of carpet.cog from Cardia2.gob.

The author set the cog up to play a sound when you enter the object and while it moves.

Unfortunately for some reason the sound wont play.

Heres the line (with explanations)..and yes..the symbols for the sound are set :D

FROM THE END OF THE SYMBOLS SECTION:

int dummy local
sound fly_snd=00wind02.wav local
end

FROM THE MOVEFRAME SECTION OF THE CODE:


Sleep(start_wait); // pause before moving up
dummy = playsoundthing(fly_snd,elevator,7.0,-.5,.5,0x0);
MoveToFrame(elevator, 1, speed);


BREAKDOWN OF MOVEFRAME SECTION IN CARPET.COG:

Sleep (start_wait);
This pauses the duration set in this variable before performing the next action

dummy = playsoundthing(fly_snd,elevator,7.0,-.5,.5,0x0);
Not sure why he has 'dummy', but this should play the sound defined as 'fly_snd)in symbols, on the object (elevator), volume 7, -.5 distance 'X' coordinates, .5 distance 'Y' coordinates, and with the flag of 0x0 (whatever that is).

Now..why dont the sound play?


This is the only viable way I can think of to make a thing make noise during movement.

The other option would be to edit JED's master.tpl and add a second copy of the item (i.e. a second landpad, and call it landpad.2) and define the sndclass for it.

That would be fine, youd think..except...Ive tried it..dont work.

When you add the thing to the .tpl, theres a #desc line, a #rad line, a line to define the thing itself (3do, texture, mass, radius, etc), then a line to define the sndclass.

Unfortunately, the line with sndclass in it winds up being listed as a separate 'thing' in the .tpl hierarchy for some reason, rather than as part of the 'thing' its supposed to be on.

Also..I dont recommend going this route anyway as the .tpl is very touchy and I have no idea where in the file its safe to put this, other than it HAS to be somewhere in the section that the first 'thing' is.

Hasta!



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