Re: COG


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Posted by Ryan on July 23, 1998 at 07:20:45:

In Reply to: Re: COG posted by JM on July 22, 1998 at 21:10:10:


:
: : Here's what I have so far, but I have a question or two...

: :

: : # Jedi Knight Cog Script
: : #
: : # skychange.COG
: : #
: : # Night falls as you battle through the tower...
: : # [RWB] 7/21/98
: : #
: : # This Cog is NOT supported by LucasArts Entertainment Company

: : symbols

: : message startup
: : message activated
: : flex u
: : flex v
: : material nightsky
: : surface sky0
: : surface switch0
: : end

: : # ==================================================================================

: : code

: : startup:

: : SlideHorizonSky(u, v); // Initalize scrolling sky
: : Return;

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

: : activated:

: : SetWallCel(switch0, 1);
: : SetSurfaceMat(sky0, nightsky); // Change from sky texture to stars
: : u = 0; // Stop texture scroll
: : v = 0;
: : Return;

: : end

: :

: : Is it a valid function to just set u and v equal to zero later in the cog? If so, does the cog have to be "refreshed" so JK takes notice of the new values to stop the scrolling sky (if necessary, how would this be done?).

: First, its slide ceiling sky, I beleive. herizon only scrolls those with the herizon flag. And, no, its not. repeat the slide line down there with just 0 and 0 stuck in.

You know, that is strange. The verb SlideHorizonSky actually scrolls surfaces marked with the regular sky, and vice versa (take a look at 00slideceiling). Anyway, when I repeated the line again before with zeros, the sky didn't stop. But--I'll try it again just to be sure.


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