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Emon
10-01-2000, 12:29 PM
For my DBZ mod I have a fly mode that I made. The problem is that if you die with fly mode on, when you respawn you will have "less gravity" than normal. Meaning you can jump high, etc. I've tried placing:

SetPhysicsFlags(player, 0x1);
ClearPhysicsFlags(player, 0x4000);

Flags in the killed section of the fly COG, killed section of Kyle COG, also startup, newplayer, init_kyle, and in the pulse section next to the other clear flag verbs. Someone pleeease help!! Just tell me the correct COG verb and where to place it. Thanks.

Zuk
10-01-2000, 04:20 PM
I am not too sure how to help ya there. But how about using my cog I use. It used ti support good keys, but i dunno why anymore. But this will do the less gravity thing, but when you die airborn you fall and splat onto the ground. Hope this helps.


# Jedi Knight Cog Script
#
# Fly.COG
#
# INVENTORY SCRIPT - Fly - Flying Mod. Made by Zuk
#
# [CYW & YB]
#
# (C) 2000 Planet Gohan Editing Productions All Rights Reserved


symbols

thing player
int effectHandle=-1
vector thrust local
message activated
message pulse
message killed
int mode local
sound goggleActivate=
sound goggleDeactivate=

end
# .................................................. ......................................

code

activated:
player = GetSourceRef();
mode = GetSenderRef();
if(GetInv(player, 41))
{
if(IsInvActivated(player, 41) == 0)
{
if(GetInv(player, 13) > 0)
{
// Print("Fly on");
jkPrintUNIString(player, 254);
SetInvActivated(player, 41, 1);
PlaySoundThing(goggleActivate, player, 1.0, -1, -1, 0x80);
SetPulse(.2);


}
else
{
// Print("Outta Power ");
jkPrintUNIString(player, 256);
PlaySoundThing(goggleDeactivate, player, 1.0, -1, -1, 0x80);
}
}
else
{
// Print("Darn, I gotta let go");
SetPhysicsFlags(player, 0x1);
SetInvActivated(player, 41, 0);
if(!ClearPhysicsFlags(player, 0x2000)) DisableIRModes();
PlaySoundThing(goggleDeactivate, player, 1.0, -1, -1, 0x80);
if(effectHandle!=-1) freeColorEffect(effectHandle);
SetPulse(0);
}
}

Return;

# .................................................. ......................................

pulse:
ChangeInv(player, 13, -5);
if(SetPhysicsFlags(player, 0x2000) != 0)
{
// Print("Fy outta power");
ClearPhysicsFlags(player, 0x1);
SetInvActivated(player, 41, 1);
PlaySoundThing(goggleDeactivate, player, 1.0, -1, -1, 0x80);
if(!IsInvActivated(player, 23)) DisableIRModes();
if(effectHandle!=-1)
freeColorEffect(effectHandle);

SetPulse(0.0);
}



Return;

# .................................................. ......................................

killed:
player = GetLocalPlayerThing();
if(GetSenderRef() != player) Return;

if(IsInvActivated(player, 41) == 1)
{
SetPulse(0);
SetInvActivated(player, 41, 0);
DisableIRModes();
if(effectHandle!=-1) freeColorEffect(effectHandle);

}
Return;

end


------------------
---"Sometimes...even dying for a good cause is worth it. But chin up...when I do...Wish me back...ok." -Zuk (During the Battle with Vehchsurk)---
The Wild Leader, Founder, and Animator of the Wild West TC!

Emon
10-01-2000, 04:42 PM
Gee, thanks for giving me your wonderful fly COG that is nothing but a fly hack. That will still do the same thing.

The_New_Guy
10-02-2000, 06:37 AM
Try putting SetPhysicsFlags(player, 0x1); in the newplayer: section. I think you want to set those flags at respawn not at death.

Zuk
10-02-2000, 12:55 PM
Well, that fly hack you say is how everyone else can fly without screwing around too much with the stuff.

So thanks for being so conciderate. I tried to help.

------------------
---"Sometimes...even dying for a good cause is worth it. But chin up...when I do...Wish me back...ok." -Zuk (During the Battle with Vehchsurk)---
The Wild Leader, Founder, and Animator of the Wild West TC!

ZF_Ubuu
10-04-2000, 02:14 PM
just ask someone who has made a good dbz mod for the fly cog like zf goku are shred18..by the way you got a message board for this dbz mod cuz u have to see shreds you dont stand a chance if you cant even do your own coggin

zagibu
10-04-2000, 03:26 PM
well, you have to add a killed message in your fly cog...try something like this:

killed:
player=GetLocalPlayerThing();
if(GetSenderRef()!=player) return;

if(player is flying)
{
SetPhysicsFlags(GetSenderRef(), 0x1);
ClearPhysicsFlags(player, 0x4000);
}


you'll jsut have to set a condition in the second ifloop...try adding a new bin and activate it, when player is flying...so you could check it with (if GetInv(player, bin)==1)...

zagibu
10-04-2000, 03:29 PM
ah, i see now...Zuk already posted the same thing...well, learn from his cog, that's the way it works...look at the killed section...you might have set some variables wrong...
BTW: why DBZ? there are already so many mods about DBZ out there...