Electro
01-26-2001, 01:11 PM
Hi, me again http://216.105.160.32/html/biggrin.gif what would i have to add to this LEC cog to make it open a door when the elevator gets to frame 1?
# Jedi Knight Cog Script
#
# 00_elev_switch.cog
#
# This elevator will go up to frame one, sleep, then come back down to frame 0 when
# entered from the bottom. When entered from the top, it should stay at the bottom.
# The button surface is a call switch you can put at the top to call the thing up there.
# Elevator will react to "blocked" message.
#
# [DS/RD/IS/JS]
# Modified 11/13/96 DS (added third adjoin)
# Modified 12/14/96 by RKD (changed to new COG format)
# Modified 4/6/97 by IS (Fixed bug with repeatedly hitting switch)
# Modified 4/29/97 by RKD (changed to work with 00_sendmessage.cog -- see commented out line below)
# Modified 4/30/97 by IS (Changed from sleep to timer)
# Modified 8/19/97 by JS (added blocked message)
# Modified 9/1/97 by SXC (took blocked message out)
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ================================================== ======================================
symbols
message crossed
message activate
message arrived
message timer
surface lower_adjoin0 linkid=1
surface lower_adjoin1 linkid=1
surface lower_adjoin2 linkid=1
surface button linkid=1
thing elevator linkid=2
flex start_wait=0.25 desc=pause_before_moving_up
flex sleeptime=2.0
flex speed=4.0
sound wav0=Activate02.wav
end
# ================================================== ======================================
code
crossed: // If player crosses adjoin(s)
Sleep(start_wait); // pause before moving up
// fall through
# .................................................. ......................................
activate: // If player presses button
if (GetSenderId() != 1) return; // message came from elevator
if (GetWallCel(button) == 1) return;
SetWallCel(button, 1);
PlaySoundPos(wav0, SurfaceCenter(button), 0.6, -1, -1, 0);
MoveToFrame(elevator, 1, speed);
return;
# .................................................. ......................................
arrived:
if (GetCurFrame(elevator) == 0) {
SetWallCel(button, 0);
PlaySoundPos(wav0, SurfaceCenter(button), 0.6, -1, -1, 0);
} else {
// Set sleep time at top
SetTimer(sleeptime);
}
return;
# .................................................. ......................................
timer:
// Send elevator down
MoveToFrame(elevator, 0, speed);
return;
end
Thanks for all this help u guys are givin me, my level would be pants wit out it.
------------------
Generating Electro Vibes™ for the masses on Massassi
Go To: HERE (http://electroprose.clanpages.com)
# Jedi Knight Cog Script
#
# 00_elev_switch.cog
#
# This elevator will go up to frame one, sleep, then come back down to frame 0 when
# entered from the bottom. When entered from the top, it should stay at the bottom.
# The button surface is a call switch you can put at the top to call the thing up there.
# Elevator will react to "blocked" message.
#
# [DS/RD/IS/JS]
# Modified 11/13/96 DS (added third adjoin)
# Modified 12/14/96 by RKD (changed to new COG format)
# Modified 4/6/97 by IS (Fixed bug with repeatedly hitting switch)
# Modified 4/29/97 by RKD (changed to work with 00_sendmessage.cog -- see commented out line below)
# Modified 4/30/97 by IS (Changed from sleep to timer)
# Modified 8/19/97 by JS (added blocked message)
# Modified 9/1/97 by SXC (took blocked message out)
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ================================================== ======================================
symbols
message crossed
message activate
message arrived
message timer
surface lower_adjoin0 linkid=1
surface lower_adjoin1 linkid=1
surface lower_adjoin2 linkid=1
surface button linkid=1
thing elevator linkid=2
flex start_wait=0.25 desc=pause_before_moving_up
flex sleeptime=2.0
flex speed=4.0
sound wav0=Activate02.wav
end
# ================================================== ======================================
code
crossed: // If player crosses adjoin(s)
Sleep(start_wait); // pause before moving up
// fall through
# .................................................. ......................................
activate: // If player presses button
if (GetSenderId() != 1) return; // message came from elevator
if (GetWallCel(button) == 1) return;
SetWallCel(button, 1);
PlaySoundPos(wav0, SurfaceCenter(button), 0.6, -1, -1, 0);
MoveToFrame(elevator, 1, speed);
return;
# .................................................. ......................................
arrived:
if (GetCurFrame(elevator) == 0) {
SetWallCel(button, 0);
PlaySoundPos(wav0, SurfaceCenter(button), 0.6, -1, -1, 0);
} else {
// Set sleep time at top
SetTimer(sleeptime);
}
return;
# .................................................. ......................................
timer:
// Send elevator down
MoveToFrame(elevator, 0, speed);
return;
end
Thanks for all this help u guys are givin me, my level would be pants wit out it.
------------------
Generating Electro Vibes™ for the masses on Massassi
Go To: HERE (http://electroprose.clanpages.com)