View Full Version : Third time isn't the charm
Descent_pilot
05-20-2002, 06:34 PM
I can't create a cog. I have three particle things and I want two of them to rotate around the middle one at two different orbit paths.
Top View
. <------ This needs to
. <---- rotate around this
. <- And this needs to also
I can create most of the cogs for my projects, but this one has me stuck. It's probably something small, but I can't find out what. http://forums.massassi.net/html/biggrin.gif Give me some help please.
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The Sniper Missions. Current project, The Sniper Missions
Not cog, PAR.
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources (http://www.tbns.net/GBK/ol/index.htm).
Descent_pilot
05-20-2002, 07:48 PM
No it has to be three seperate particles. The outside ones have to have different orbits, so its cogging.
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The Sniper Missions. Current project, The Sniper Missions
[This message has been edited by Descent_pilot (edited May 20, 2002).]
Oh.
You could use tiny 2d-3d0s and run the 'Rotatepiviot' command around a center ghost...
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources (http://www.tbns.net/GBK/ol/index.htm).
Descent_pilot
05-21-2002, 02:28 PM
GBK, I'm not quite shure what you mean here. Are you saying to use sprites instead?
I don't quite get how to set up the rotatepivot cogging command and using it in the level. I'm a bit of an advanced cogger, but that's one of the few things I really have trouble with when cogging. http://forums.massassi.net/html/redface.gif
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The Sniper Missions. Current project, The Sniper Missions
[This message has been edited by Descent_pilot (edited May 21, 2002).]
Well, sprites would work...
The rotatepiviot command is actully a cinch to use. . . Just remember, the object actully has to have a frame0 for it to work.
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources (http://www.tbns.net/GBK/ol/index.htm).
Descent_pilot
05-21-2002, 06:54 PM
Would this work GBK?
# Jedi Knight Cog Script
#
# PLANETS.COG
#
# Makes the moons rotate around a planet
#
# [YB]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
thing moon1
thing moon2
flex time
message startup
end
# ================================================== ======================================
code
startup:
RotatePivot(moon1, 1, time);
RotatePivot(moon2, 1, time);
Return;
end
and have the moons frame 1 at the planet's center? For a flat rotation around the planet, would a PYR of 0/0/0 work, or 0/45/0?
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The Sniper Missions. Current project, The Sniper Missions
Close, but no. The objects would only rotate once.
Examine the following cog. It is the simplest one can make a rotpiv cog...
#05/2002 GBK - Packman573@aol.com
Symbols
Message Startup
Message Arrived
Thing Ghost
Flex Time=1
End
Code
Startup:
Sleep(1);
Arrived:
Rotatepivot(Ghost, 0, Time);
Stop;
End
And why are you asking me if it would work? Are you incapable of testing it for yourseself? http://forums.massassi.net/html/tongue.gif
You have the basic idea down... The frames of the objects should be at the center of the rotation, just remember to add '360' to the Y axis in the frame value.
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources (http://www.tbns.net/GBK/ol/index.htm).
Descent_pilot
05-22-2002, 08:02 AM
When I asked "Would this work?" I couldn't test it at the time. I was at a library computer. I have to go, I haven't tested it yet, GBK, but I will as soon as I get back from school, and I'll reply agian. Just wanted to clear that up. http://forums.massassi.net/html/smile.gif
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The Sniper Missions. Current project, The Sniper Missions
Descent_pilot
05-22-2002, 03:59 PM
Here's the cog I used, it didn't work. http://forums.massassi.net/html/frown.gif
# Jedi Knight Cog Script
#
# PLANETS.COG
#
# Makes the moons rotate around a planet
#
# [YB]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
thing moon1
thing moon2
flex time
message startup
message arrived
end
# ================================================== ======================================
code
Startup:
Sleep(.25);
Arrived:
RotatePivot(moon1, 0, time);
RotatePivot(moon2, 0, time);
Return;
end
The frame 0 for the moons is the same posistion as the planet, but the PYR for them is 0/360/0. What did I do wrong? What could I change?
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The Sniper Missions. Current project, The Sniper Missions
Do your JED objects have 'numframes' values? If not, add them, and make em '1'
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I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.
JK editing resources (http://www.tbns.net/GBK/ol/index.htm).
Descent_pilot
05-23-2002, 03:55 PM
GBK, I tried everything. NUMFRMAES is set to 1, read over both of the cogs again. Frame 0 for each of the moons has a PYR of 0/360/0. This is making me so mad! http://forums.massassi.net/html/mad.gif
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The Sniper Missions. Current project, The Sniper Missions
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