Re: here's the COG you'd use for that


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Posted by Erwinl on December 03, 1998 at 13:34:51:

In Reply to: here's the COG you'd use for that posted by Dylan on December 02, 1998 at 21:48:49:

This is my solution.
It does mean you have to tinker with the texturemats and you have to write down all the surfaces of the room.
Basicly I'm considering all the textures as a switch.

As you see the actual code is quite small.

# Jedi Knight Cog Script Generated by CogWriter ver 0.3 beta
#
# This script relies on textures which have been altered.
# The ordinary textures (cell 0)should be the texture you see, when you enter the room
# Cell 1 should be a texture like dflt.mat (a cool holodeck texture)
#
# copyright 1998 E.G.M. van Leijenhorst, the Netherlands

# This cog script is Not supported by LucasArts Entertainment Company

symbols

message startup

message activated

message timer

surface switch0 # enter as (sector space surface number) in Jed

surface surf0 # holodecksurface to change
surface surf1 # holodecksurface to change
surface surf2 # holodecksurface to change
surface surf3 # holodecksurface to change
surface surf4 # holodecksurface to change
surface surf5 # holodecksurface to change
surface surf6 # holodecksurface to change
surface surf7 # holodecksurface to change
surface surf8 # holodecksurface to change
surface surf9 # holodecksurface to change
surface surf10 # holodecksurface to change


thing holo0 # holodeckThing to disappear
thing holo1 # holodeckThing to disappear
thing holo2 # holodeckThing to disappear
thing holo3 # holodeckThing to disappear
thing holo4 # holodeckThing to disappear
thing holo5 # holodeckThing to disappear
thing holo6 # holodeckThing to disappear
thing holo7 # holodeckThing to disappear

int status=0 local
int cnts local #counter for the surfaces
int cntt local #counter for the things

sound powerdown=ForceFieldOff01.wav local

flex waittime=1.5

end

# ========================================================================================

code

startup:

SetWallCell(switch0, 1); //set the switch in the on position
PlaySoundLocal(powerdown, 1, 0, 0);
return;

activated:

if(GetSenderRef() != switch0) Return;
if(status !=0) return;

SetWallCel(switch0, 0);
status=1;
SetTimer(waittime);
return;

timer:

for (cnts = 0; cnts<=10; cnts=cnts+1) {
SetWallCel (surf0[cnts], 1);
}
for (cntt = 0; cntt<=7; cntt=cntt+1) {
DestroyThing (holo0[cntt]);
}

Return;

end





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