If res2.gob cog, no need to put in project dir (nt


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Posted by Raptor [JiB] on March 12, 1998 at 12:45:07:

In Reply to: Re: Basic door .cog question... posted by Nathan Lauterstein on March 12, 1998 at 10:05:05:


> > 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

> Okay, just two things, first you need to put the cog file in you project directory,
> then, I'm not sure is 0x408 is correct. If you have the Jed tutor ver 1, it says the
> thing flags number, I think its 0x400048, something like that, I can't remember off th
> top of my head, everything else sounds fine.




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