Re: Cog help


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Posted by Entropy on May 06, 1998 at 14:41:31:

In Reply to: Re: Cog help posted by Rishka on May 05, 1998 at 22:24:35:

thanks, but it doesn't work, this is for mots, i'm not sure if that makes any diffrence...
i do really really appreciate it, though... :)

: Here, try this... it SHOULD work. (no guarantees, I didn't try it in JK yet) You just left out a section of code and had a few things missing. I will start working on a cog tutorial as soon as I finish work on my current project. =)

:


: Symbols
: message activated
: message entered
: message timer
: sector thrustsec
: vector vec desc=thrust_direction
: float thrustspeed=1.0 desc=thrust_speed
: surface switch linkid=1
: sound wav0
: sound wav1
: sound wav2
: flex wait=5.0 ##how long b4 u can shut it down?
: flex sounddelay
: flex talkdelay

: vector playerVec local
: int currentThing local
: int status=0 local
: end

: code
: activated:
: if(status==0)
: {
: SetWallCel(switch,1);
: PlaySoundPos(wav1, SurfaceCenter(switch), 1, -1, -1, 0);
: Sleep(sounddelay);
: PlaySoundPos(wav1, SurfaceCenter(switch), 1, -1, -1, 0);
: Sleep(sounddelay);
: PlaySoundPos(wav1, SurfaceCenter(switch), 1, -1, -1, 0);
: Sleep(sounddelay);
: PlaySoundPos(wav2, SurfaceCenter(switch), 1, -1, -1, 0);
: Sleep(talkdelay);
: PlaySoundPos(wav0, SurfaceCenter(switch), 1, -1, -1, 0);

: SectorThrust(thrustsec, vec, speed);

: // unattach all players in sectors
: currentThing = FirstThingInSector(sector0);
: while (currentThing != -1)
: {
: call reactorpull;
: currentThing = NextThingInSector(currentThing);
: }

: currentThing = FirstThingInSector(sector1);
: while (currentThing != -1)
: {
: call reactorpull;
: currentThing = NextThingInSector(currentThing);
: }
: SetTimer(wait);
: }
: else
: {
: SetWallCel(switch,0);
: SetSectorThrust(thrustsec,vec,0);
: status=0;
: }
: return;

: timer:
: status=1;
: settimer(0);
: return;

: # ........................................................................................

: reactorpull:
: if (GetThingType(currentThing) == 10)
: {
: DetachThing(currentThing);
: playerVec = GetThingVel(currentThing);
: playerVec = VectorAdd(vec, playerVec);
: SetThingVel(currentThing, playerVec);
: }
: return;

: end




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