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[SF]pjb
03-31-2003, 01:05 PM
it has been a while and no one posted any cogs, i realise you may be working on them or more lightly you may have forgoten.
Please i need thease cogs, or at least some of them.
i have spent lots of time getting this to sound perfect, so please do not coment on my bad useage of english.
i am in dire need of the following cogs, if any one any where here knows how to do thease and would make me the cogs i need i would be very gratefull, plus i would credit you in our level readme, if possible in the actual level but i am not shure thats possible. (i would wish taht any one who revese enganires this level be able to sue them too, if you do not want this please say.

ok, first i am in need of a cog that will fly a ship thru four frames, then move it back to the first frame instantly, like it starts at a tunnel, flys out to a docking bay, then heads to some place thru the streets then after it gets tehre heads into another tunnels and then instantly jumps back to the start.
second, (and this is the most inportaint any ideas are welcome if his is not entirely posible). i we a cog that when you enter one of six room will; Change the player to another, (liek from kyle to red or yellow in CTF), shut the door behind so other players may not take your idenity, then telliport you into the game (ones again mutch like CTF), and if possible would give you a particular array of weapons, then change your spawn points(like if you chose a team in CTF), and finaly if you leave the game would open the door so another may take your charicter.

thirdly a cog that would change your spawn point depending on if you have crossed a ajoin or not, thus that you may not be sent further ahead in teh level or further back, i would wish that it would work for seviral dosen ajoins.

four, a seqenser mine trap, it would drop the seqensermines when you press the switch, and then when you hit another switch would let you see the room, when you hit spacebar o exit the camra it would detonate them and show you them blow up before placeing you back in your body.

five if possible a cog hat would let you drive a shuttle and enable you to fly it in all three directions, mutch liek the cog of SG_fan's but less buggy, i do not know if this exists.

six, a ccog that would when you activate a partiular switch paly a wanting to every one in the gmae withn a radius of 20JKU telling them that the shuttle was about to leave, then after a time it would open some hangar doors, fly the shutte out of the hangar, with you and any one else on board, thru three frames, pauseing in eatch, then into a new hangar, thurn the shuttle around, and let you out of a door, if the switch was activated at the either end it would do this, and so you may fly bettween two places taht are other wise unreachable. the problem is that if you are killed on the shuttle i woudl like the player to respawn in teh shuttle, or at least at the hangar it flew from.

seven, i would like a cog that when a player enters a sector it would open the hanger doors ont the roof, and fly seviral ships out. If possible i wish that it would print "look what #the palyer that enterd the sector# did" and show everyone in the game a view from the camra in the game.

eight, a cog that would let you chose a turret cam(either lie in MotS by pressing buttons or by choseing a particular switch), and when you presses a key would fire the turret(s), thus anbleing you to kill from afar, and would atribute any kills to you if possible.

nine, i wisht to be able to make time pass in my level, thus i would like it so that i may animate my sky to day and night, if i can paly the same frames back and forwards, or just have twice as meany frames it is ok, i am wishing that it would happen every half hour, and a warning may be diplayed on all players screens so they may notice it!

i have said this how i meen it, nicely, if you do not find it nice please undersatnd that i meen no rudeness by it and that i would like you to know this.


------------------
I am pjb.
Another post......
another moment of my life wasted.....

DSLS_DeathSythe
03-31-2003, 01:48 PM
heres that third cog you want.


# Written By DSLS_DeathSythe
#=====
flags=0x240
symbols
#-----
message startup
message crossed
message killed
message newplayer
message timer
#-----
surface checkpoint0 linkid=1
surface checkpoint1 linkid=2
surface checkpoint2 linkid=3
surface checkpoint3 linkid=4
surface checkpoint4 linkid=5
surface checkpoint5 linkid=6
surface checkpoint6 linkid=7
surface checkpoint7 linkid=8
surface checkpoint8 linkid=9
surface checkpoint9 linkid=10
surface checkpoint10 linkid=11
surface checkpoint11 linkid=12
surface checkpoint12 linkid=13
surface checkpoint13 linkid=14
surface checkpoint14 linkid=15
surface checkpoint15 linkid=16
surface checkpoint16 linkid=17
surface checkpoint17 linkid=18
surface checkpoint18 linkid=19
surface checkpoint19 linkid=20
surface checkpoint20 linkid=21
surface checkpoint21 linkid=22
surface checkpoint22 linkid=23
surface checkpoint23 linkid=24
thing checkpnt_gpos0=-1
thing checkpnt_gpos1=-1
thing checkpnt_gpos2=-1
thing checkpnt_gpos3=-1
thing checkpnt_gpos4=-1
thing checkpnt_gpos5=-1
thing checkpnt_gpos6=-1
thing checkpnt_gpos7=-1
thing checkpnt_gpos8=-1
thing checkpnt_gpos9=-1
thing checkpnt_gpos10=-1
thing checkpnt_gpos11=-1
thing checkpnt_gpos12=-1
thing checkpnt_gpos13=-1
thing checkpnt_gpos14=-1
thing checkpnt_gpos15=-1
thing checkpnt_gpos16=-1
thing checkpnt_gpos17=-1
thing checkpnt_gpos18=-1
thing checkpnt_gpos19=-1
thing checkpnt_gpos20=-1
thing checkpnt_gpos21=-1
thing checkpnt_gpos22=-1
thing checkpnt_gpos23=-1
thing player=-1 local
int plyr_reach=0 local
#-----
end
#=====
code
#-----
startup:
player = GetLocalPlayerThing();
plyr_reach = 0;
return;
#-----
crossed:
if(GetSourceRef() != player) return;
if(GetSenderID() > plyr_reach)
plyr_reach = GetSenderID();
return;
#-----
killed:
if(GetSenderRef != player)
return;
newplayer:
if(plyr_reach > 0)
SetTimer(0.001);
return;
#-----
timer:
StopThing(player);
TeleportThing(player, checkpnt_gpos0[plyr_reach - 1]);
return;
#=====
end

this one cog will work for everyone playing.
it can do 24 checkpoints. put ghosts where you want the people to respawn. havent tested this specific one but i have tried one like it and it worked pretty good.
Good Luck.

------------------


[This message has been edited by DSLS_DeathSythe (edited March 31, 2003).]

DSLS_DeathSythe
04-01-2003, 02:38 PM
heres something for that second cog you need.
i used two cogs.


# Written By DSLS_DeathSythe
symbols
#=====
message crossed
message timer
message leave
thing door01=-1
surface door_surf01=-1 linkid=1
thing door02=-1
surface door_surf02=-1 linkid=2
thing door03=-1
surface door_surf03=-1 linkid=3
thing door04=-1
surface door_surf04=-1 linkid=4
thing door05=-1
surface door_surf05=-1 linkid=5
thing door06=-1
surface door_surf06=-1 linkid=6
model plyr_mdl01
model plyr_mdl02
model plyr_mdl03
model plyr_mdl04
model plyr_mdl05
model plyr_mdl06
thing player1=-1 local
thing player2=-1 local
thing player3=-1 local
thing player4=-1 local
thing player5=-1 local
thing player6=-1 local
thing start_gpos01=-1
thing start_gpos02=-1
thing start_gpos03=-1
thing start_gpos04=-1
thing start_gpos05=-1
thing start_gpos06=-1
template tele_sparks=+telesparks local
sound tele_snd=forcethrow01.wav local
# Trigs
int invset_trig=1
#-----
end
#=====
code
#-----
crossed:
if(GetSenderID() == 1)
{
player1 = GetSourceRef();
SetSurfaceFlags(door_surf01, 0x4);
ClearAdjoinFlags(door_surf01, 0x2);
SetTimerEx(0.5, 1, 0, 0);
return;
}
else
if(GetSenderID() == 2)
{
player2 = GetSourceRef();
SetSurfaceFlags(door_surf02, 0x4);
ClearAdjoinFlags(door_surf02, 0x2);
SetTimerEx(0.5, 2, 0, 0);
return;
}
else
if(GetSenderID() == 3)
{
player3 = GetSourceRef();
SetSurfaceFlags(door_surf03, 0x4);
ClearAdjoinFlags(door_surf03, 0x2);
SetTimerEx(0.5, 3, 0, 0);
return;
}
else
if(GetSenderID() == 4)
{
player4 = GetSourceRef();
SetSurfaceFlags(door_surf04, 0x4);
ClearAdjoinFlags(door_surf04, 0x2);
SetTimerEx(0.5, 4, 0, 0);
return;
}
else
if(GetSenderID() == 5)
{
player5 = GetSourceRef();
SetSurfaceFlags(door_surf05, 0x4);
ClearAdjoinFlags(door_surf05, 0x2);
SetTimerEx(0.5, 5, 0, 0);
return;
}
else
if(GetSenderID() == 6)
{
player6 = GetSourceRef();
SetSurfaceFlags(door_surf06, 0x4);
ClearAdjoinFlags(door_surf06, 0x2);
SetTimerEx(0.5, 6, 0, 0);
return;
}
return;
#-----
timer:
if(GetSenderID() == 1)
{
MoveToFrame(door01, 1, 8.0);
Call setup_player1;
return;
}
else
if(GetSenderID() == 2)
{
MoveToFrame(door02, 1, 8.0);
Call setup_player2;
return;
}
else
if(GetSenderID() == 3)
{
MoveToFrame(door03, 1, 8.0);
Call setup_player3;
return;
}
else
if(GetSenderID() == 4)
{
MoveToFrame(door04, 1, 8.0);
Call setup_player4;
return;
}
else
if(GetSenderID() == 5)
{
MoveToFrame(door05, 1, 8.0);
Call setup_player5;
return;
}
else
if(GetSenderID() == 6)
{
MoveToFrame(door06, 1, 8.0);
Call setup_player6;
return;
}
return;
#-----
leave:
if(GetSenderRef() == player1)
{
player1 = -1;
ClearSurfaceFlags(door_surf01, 0x4);
SetAdjoinFlags(door_surf01, 0x2);
MoveToFrame(door01, 0, 8.0);
return;
}
else
if(GetSenderRef() == player2)
{
player2 = -1;
ClearSurfaceFlags(door_surf02, 0x4);
SetAdjoinFlags(door_surf02, 0x2);
MoveToFrame(door02, 0, 8.0);
return;
}
else
if(GetSenderRef() == player3)
{
player3 = -1;
ClearSurfaceFlags(door_surf03, 0x4);
SetAdjoinFlags(door_surf03, 0x2);
MoveToFrame(door03, 0, 8.0);
return;
}
else
if(GetSenderRef() == player4)
{
player4 = -1;
ClearSurfaceFlags(door_surf04, 0x4);
SetAdjoinFlags(door_surf04, 0x2);
MoveToFrame(door04, 0, 8.0);
return;
}
else
if(GetSenderRef() == player5)
{
player5 = -1;
ClearSurfaceFlags(door_surf05, 0x4);
SetAdjoinFlags(door_surf05, 0x2);
MoveToFrame(door05, 0, 8.0);
return;
}
else
if(GetSenderRef() == player6)
{
player6 = -1;
ClearSurfaceFlags(door_surf06, 0x4);
SetAdjoinFlags(door_surf06, 0x2);
MoveToFrame(door06, 0, 8.0);
return;
}
return;
#-----
setup_player1:
SetThingModel(player1, plyr_mdl01);
if(IsServer())
SendTrigger(player1, invset_trig, player1, 1, 0, 0);
//-TELEPORT THE PLAYER INTO THE GAME...
StopThing(player1);
TeleportThing(player1, start_gpos01);
PlaySoundThing(tele_snd, player1, 1.0, -1, -1, 0x80);
CreateThing(tele_sparks, player1);
return;
#-----
setup_player2:
SetThingModel(player2, plyr_mdl02);
if(IsServer())
SendTrigger(player2, invset_trig, player2, 2, 0, 0);
//-TELEPORT THE PLAYER INTO THE GAME...
StopThing(player2);
TeleportThing(player2, start_gpos02);
PlaySoundThing(tele_snd, player2, 1.0, -1, -1, 0x80);
CreateThing(tele_sparks, player2);
return;
#-----
setup_player3:
SetThingModel(player3, plyr_mdl03);
if(IsServer())
SendTrigger(player3, invset_trig, player3, 3, 0, 0);
//-TELEPORT THE PLAYER INTO THE GAME...
StopThing(player3);
TeleportThing(player3, start_gpos03);
PlaySoundThing(tele_snd, player3, 1.0, -1, -1, 0x80);
CreateThing(tele_sparks, player3);
return;
#-----
setup_player4:
SetThingModel(player4, plyr_mdl04);
if(IsServer())
SendTrigger(player4, invset_trig, player4, 4, 0, 0);
//-TELEPORT THE PLAYER INTO THE GAME...
StopThing(player4);
TeleportThing(player4, start_gpos04);
PlaySoundThing(tele_snd, player4, 1.0, -1, -1, 0x80);
CreateThing(tele_sparks, player4);
return;
#-----
setup_player5:
SetThingModel(player5, plyr_mdl05);
if(IsServer())
SendTrigger(player5, invset_trig, player5, 5, 0, 0);
//-TELEPORT THE PLAYER INTO THE GAME...
StopThing(player5);
TeleportThing(player5, start_gpos05);
PlaySoundThing(tele_snd, player5, 1.0, -1, -1, 0x80);
CreateThing(tele_sparks, player5);
return;
#-----
setup_player6:
SetThingModel(player6, plyr_mdl06);
if(IsServer())
SendTrigger(player6, invset_trig, player6, 6, 0, 0);
//-TELEPORT THE PLAYER INTO THE GAME...
StopThing(player6);
TeleportThing(player6, start_gpos06);
PlaySoundThing(tele_snd, player6, 1.0, -1, -1, 0x80);
CreateThing(tele_sparks, player6);
return;
#=====
end

this cog controls the doors and teleporting the player and setting the players new look.
i didnt make it change the respawn places because you have the checkpoint cog that does that.


# Written By DSLS_DeathSythe
flags=0x240
symbols
#=====
message startup
message trigger
message timer
message killed
message newplayer
thing player=-1 local
int i=0 local
# Trigs
int invset_trig=1
#-----
end
#=====
code
#-----
startup:
i = 0;
player = GetLocalPlayerThing();
return;
#-----
trigger:
if(GetSourceRef() == invset_trig)
{
if(player == GetParam(0))
{
i = GetParam(1);
if(i == 1)
Call set_player1_inv;
else
if(i == 2)
Call set_player2_inv;
else
if(i == 3)
Call set_player3_inv;
else
if(i == 4)
Call set_player4_inv;
else
if(i == 5)
Call set_player5_inv;
else
if(i == 6)
Call set_player6_inv;
return;
}
return;
}
return;
#-----
timer:
if(GetSenderID() == 1)
Call set_player1_inv;
else
if(GetSenderID() == 2)
Call set_player2_inv;
else
if(GetSenderID() == 3)
Call set_player3_inv;
else
if(GetSenderID() == 4)
Call set_player4_inv;
else
if(GetSenderID() == 5)
Call set_player5_inv;
else
if(GetSenderID() == 6)
Call set_player6_inv;
return;
#-----
killed:
if(GetSenderRef() != player) return;
newplayer:
if(i == 1)
SetTimerEx(0.15, 1, 0, 0);
else
if(i == 2)
SetTimerEx(0.15, 2, 0, 0);
else
if(i == 3)
SetTimerEx(0.15, 3, 0, 0);
else
if(i == 4)
SetTimerEx(0.15, 4, 0, 0);
else
if(i == 5)
SetTimerEx(0.15, 5, 0, 0);
else
if(i == 6)
SetTimerEx(0.15, 6, 0, 0);
return;
#-----
set_player1_inv:
//-SETUP THE PLAYERS WEAPONS...
SetInv(player, 2, 0); //-Bryar (max of 1)
SetInv(player, 3, 0); //-StormTrooper Rifle (max of 1)
SetInv(player, 4, 0); //-Thermal Detonators (max of 30)
SetInv(player, 5, 0); //-Bowcaster (max of 1)
SetInv(player, 6, 0); //-Repeater (max of 1)
SetInv(player, 7, 0); //-Rail Detonator (max of 1)
SetInv(player, 8, 0); //-Sequencer Charges (max of 30)
SetInv(player, 9, 0); //-Concussion Rifle (max of 1)
SetInv(player, 10, 0); //-Light Saber (max of 1)
//-SETUP THE PLAYERS AMMO...
SetInv(player, 11, 10); //-Energy Cells (max of 500, for Bryar & ST Rifle)
SetInv(player, 12, 0); //-Power Cells (max of 500, for Bowcaster, Repeater, & Concussion Rifle)
SetInv(player, 15, 0); //-Rail Charges (max of 30)
//-SETUP THE PLAYERS ITEMS...
SetInv(player, 40, 0); //-Bacta Tanks (max of 5)
SetInvAvailable(player, 40, 0); //-Set This to 1 if the player has Bacta
SetInv(player, 41, 0); //-IRgoggles (max of 1)
SetInvAvailable(player, 41, 0); //-Set This to 1 if the player has IRgoggles
//-SET THE PLAYERS SHIELDS...
SetInv(player, 60, 0); //-Shields (max of 200)
SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
#-----
set_player2_inv:
Print("setting up player 2");
//-SETUP THE PLAYERS WEAPONS...
SetInv(player, 2, 0); //-Bryar (max of 1)
SetInv(player, 3, 0); //-StormTrooper Rifle (max of 1)
SetInv(player, 4, 0); //-Thermal Detonators (max of 30)
SetInv(player, 5, 0); //-Bowcaster (max of 1)
SetInv(player, 6, 0); //-Repeater (max of 1)
SetInv(player, 7, 0); //-Rail Detonator (max of 1)
SetInv(player, 8, 0); //-Sequencer Charges (max of 30)
SetInv(player, 9, 0); //-Concussion Rifle (max of 1)
SetInv(player, 10, 0); //-Light Saber (max of 1)
//-SETUP THE PLAYERS AMMO...
SetInv(player, 11, 0); //-Energy Cells (max of 500, for Bryar & ST Rifle)
SetInv(player, 12, 0); //-Power Cells (max of 500, for Bowcaster, Repeater, & Concussion Rifle)
SetInv(player, 15, 0); //-Rail Charges (max of 30)
//-SETUP THE PLAYERS ITEMS...
SetInv(player, 40, 0); //-Bacta Tanks (max of 5)
SetInvAvailable(player, 40, 0); //-Set This to 1 if the player has Bacta
SetInv(player, 41, 0); //-IRgoggles (max of 1)
SetInvAvailable(player, 41, 0); //-Set This to 1 if the player has IRgoggles
//-SET THE PLAYERS SHIELDS...
SetInv(player, 60, 0); //-Shields (max of 200)
SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
#-----
set_player3_inv:
//-SETUP THE PLAYERS WEAPONS...
SetInv(player, 2, 0); //-Bryar (max of 1)
SetInv(player, 3, 0); //-StormTrooper Rifle (max of 1)
SetInv(player, 4, 0); //-Thermal Detonators (max of 30)
SetInv(player, 5, 0); //-Bowcaster (max of 1)
SetInv(player, 6, 0); //-Repeater (max of 1)
SetInv(player, 7, 0); //-Rail Detonator (max of 1)
SetInv(player, 8, 0); //-Sequencer Charges (max of 30)
SetInv(player, 9, 0); //-Concussion Rifle (max of 1)
SetInv(player, 10, 0); //-Light Saber (max of 1)
//-SETUP THE PLAYERS AMMO...
SetInv(player, 11, 0); //-Energy Cells (max of 500, for Bryar & ST Rifle)
SetInv(player, 12, 0); //-Power Cells (max of 500, for Bowcaster, Repeater, & Concussion Rifle)
SetInv(player, 15, 0); //-Rail Charges (max of 30)
//-SETUP THE PLAYERS ITEMS...
SetInv(player, 40, 0); //-Bacta Tanks (max of 5)
SetInvAvailable(player, 40, 0); //-Set This to 1 if the player has Bacta
SetInv(player, 41, 0); //-IRgoggles (max of 1)
SetInvAvailable(player, 41, 0); //-Set This to 1 if the player has IRgoggles
//-SET THE PLAYERS SHIELDS...
SetInv(player, 60, 0); //-Shields (max of 200)
SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
#-----
set_player4_inv:
//-SETUP THE PLAYERS WEAPONS...
SetInv(player, 2, 0); //-Bryar (max of 1)
SetInv(player, 3, 0); //-StormTrooper Rifle (max of 1)
SetInv(player, 4, 0); //-Thermal Detonators (max of 30)
SetInv(player, 5, 0); //-Bowcaster (max of 1)
SetInv(player, 6, 0); //-Repeater (max of 1)
SetInv(player, 7, 0); //-Rail Detonator (max of 1)
SetInv(player, 8, 0); //-Sequencer Charges (max of 30)
SetInv(player, 9, 0); //-Concussion Rifle (max of 1)
SetInv(player, 10, 0); //-Light Saber (max of 1)
//-SETUP THE PLAYERS AMMO...
SetInv(player, 11, 0); //-Energy Cells (max of 500, for Bryar & ST Rifle)
SetInv(player, 12, 0); //-Power Cells (max of 500, for Bowcaster, Repeater, & Concussion Rifle)
SetInv(player, 15, 0); //-Rail Charges (max of 30)
//-SETUP THE PLAYERS ITEMS...
SetInv(player, 40, 0); //-Bacta Tanks (max of 5)
SetInvAvailable(player, 40, 0); //-Set This to 1 if the player has Bacta
SetInv(player, 41, 0); //-IRgoggles (max of 1)
SetInvAvailable(player, 41, 0); //-Set This to 1 if the player has IRgoggles
//-SET THE PLAYERS SHIELDS...
SetInv(player, 60, 0); //-Shields (max of 200)
SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
#-----
set_player5_inv:
//-SETUP THE PLAYERS WEAPONS...
SetInv(player, 2, 0); //-Bryar (max of 1)
SetInv(player, 3, 0); //-StormTrooper Rifle (max of 1)
SetInv(player, 4, 0); //-Thermal Detonators (max of 30)
SetInv(player, 5, 0); //-Bowcaster (max of 1)
SetInv(player, 6, 0); //-Repeater (max of 1)
SetInv(player, 7, 0); //-Rail Detonator (max of 1)
SetInv(player, 8, 0); //-Sequencer Charges (max of 30)
SetInv(player, 9, 0); //-Concussion Rifle (max of 1)
SetInv(player, 10, 0); //-Light Saber (max of 1)
//-SETUP THE PLAYERS AMMO...
SetInv(player, 11, 0); //-Energy Cells (max of 500, for Bryar & ST Rifle)
SetInv(player, 12, 0); //-Power Cells (max of 500, for Bowcaster, Repeater, & Concussion Rifle)
SetInv(player, 15, 0); //-Rail Charges (max of 30)
//-SETUP THE PLAYERS ITEMS...
SetInv(player, 40, 0); //-Bacta Tanks (max of 5)
SetInvAvailable(player, 40, 0); //-Set This to 1 if the player has Bacta
SetInv(player, 41, 0); //-IRgoggles (max of 1)
SetInvAvailable(player, 41, 0); //-Set This to 1 if the player has IRgoggles
//-SET THE PLAYERS SHIELDS...
SetInv(player, 60, 0); //-Shields (max of 200)
SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
#-----
set_player6_inv:
//-SETUP THE PLAYERS WEAPONS...
SetInv(player, 2, 0); //-Bryar (max of 1)
SetInv(player, 3, 0); //-StormTrooper Rifle (max of 1)
SetInv(player, 4, 0); //-Thermal Detonators (max of 30)
SetInv(player, 5, 0); //-Bowcaster (max of 1)
SetInv(player, 6, 0); //-Repeater (max of 1)
SetInv(player, 7, 0); //-Rail Detonator (max of 1)
SetInv(player, 8, 0); //-Sequencer Charges (max of 30)
SetInv(player, 9, 0); //-Concussion Rifle (max of 1)
SetInv(player, 10, 0); //-Light Saber (max of 1)
//-SETUP THE PLAYERS AMMO...
SetInv(player, 11, 0); //-Energy Cells (max of 500, for Bryar & ST Rifle)
SetInv(player, 12, 0); //-Power Cells (max of 500, for Bowcaster, Repeater, & Concussion Rifle)
SetInv(player, 15, 0); //-Rail Charges (max of 30)
//-SETUP THE PLAYERS ITEMS...
SetInv(player, 40, 0); //-Bacta Tanks (max of 5)
SetInvAvailable(player, 40, 0); //-Set This to 1 if the player has Bacta
SetInv(player, 41, 0); //-IRgoggles (max of 1)
SetInvAvailable(player, 41, 0); //-Set This to 1 if the player has IRgoggles
//-SET THE PLAYERS SHIELDS...
SetInv(player, 60, 0); //-Shields (max of 200)
SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
#=====
end

this cog is the one that sets the players inventory. to tell what inventory to give the player you will have to go into this cog itself and set it up. you cant do it from jed. it uses a trigger to give the inventory to the player when he enters one of the rooms. the invset_trig number has to be the same in both cogs and different from anyother cogs using triggers. this cog will also reset the players inventory to what you want when the player has been killed and comes back.


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[This message has been edited by DSLS_DeathSythe (edited April 01, 2003).]

[SF]pjb
04-02-2003, 02:50 PM
all i can say is thank you, alltho that dose not convay my feelings as mutch as it shoudl its all i can say.

Thsoe cogs rock, but there are still the others, i know i am asking alot but my RPG depends on them :¬}

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I am pjb.
Another post......
another moment of my life wasted.....

[SF]pjb
04-04-2003, 09:18 AM
more danker.

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I am pjb.
Another post......
another moment of my life wasted.....