Posted by Vizzini on April 24, 1998 at 19:47:44:
In Reply to: Re: Trap Templates? posted by Rishka on April 24, 1998 at 19:13:47:
Here is the exact cog I'm using:
symbols
surface switch desc=switch
template proj_tpl=+seqchrg
thing tdg1 nolink,desc=tdg1
thing tdg2 nolink,desc=tdg2
thing tdg3 nolink,desc=tdg3
thing tdg4 nolink,desc=tdg4
int rounds=2 desc=rounds
flex rate=0.1 desc=rate
flex delay=3.0 desc=delay
int firing=0 local
int cur_round=0 local
int dummy local
sound on_snd=set_hi2.wav local
sound off_snd=lgclick1.wav local
message activated
end
# ========================================================================================
code
activated:
if(firing == 1) Return;
firing = 1;
dummy = SetWallCel(switch, 1);
dummy = PlaySoundPos(on_snd, SurfaceCenter(switch), 1.0, 5.0, 10.0, 0);
cur_round = 0;
while(cur_round < rounds)
{
dummy = CreateThing(proj_tpl, tdg1);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg2);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg3);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg4);
Sleep(rate);
cur_round = cur_round + 1;
}
Sleep(delay);
dummy = SetWallCel(switch, 0);
dummy = PlaySoundPos(off_snd, SurfaceCenter(switch), 1.0, 5.0, 10.0, 0);
firing = 0;
Return;
end
It already uses the CreateThing command, although the stuff inside the parentheses is different. The symbols are different too though, and changing them doesn't seem to work. I don't understand why this cog doesn't work for barrels, since it just creates four things.
: Most traps use the FireProjectile command
: (like the one I used in my tutorial for instance)...
: try changing this to CreateThing(projectile, thingPos) if
: you're trying to drop crates, where projectile is of course the
: crates, and thingPos is the position of where to drop it from.
: if you need more help with this, ICQ me.. my UIN is 1496113