Posted by CogKing on March 12, 1998 at 12:41:19:
In Reply to: Basic door .cog question... posted by ZZ9PZA on March 12, 1998 at 08:32:04:
> I got the hang of the sector modeling metaphor. Now comes along doors. I
> added a door thing (4x3door template i think) and the standard door cog
> (00_door.cog i think). But what values do I add to the thing editor?
> here is what i've added so far...
> THINGFLAGS 0x408 // got this value from the door.gob jed example
> NUMFRAMES 2
> FRAME (X/Y/Z/0/0) // real numbers here
> FRAME (X/Y/Z/0/0) // ditto
> now, what does the value of thingflags mean. Also, what so the last two
> numbers in the frame value mean?
> I added the thing # to the cog in "placed cogs", but what is it the tells the
> door cog that the player activates it?
> thank you for your patience,
> ZZ9PZA
For the flags, I don't know. Look at the Specs (left frame) ?
There are actually 3 other numbers in the FRAME, and they are Pitch, Yaw and Roll angles for the frame.
The simple fact that your thing is linked to the cog (i.e. the thing number is set
in the cog parameters in Jed) is enough for JK to send messages for the door
to the cog. So if the cog has an activated: message handler JK will call it when
the player nudges the door.
-CogKing