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Edward
04-16-2003, 01:01 PM
Hi!
What is wrong with this COG:


# Wheel Drop
#
# By Edward
symbols

message activated

thing pan
thing left
thing right
sound pull
sound push

thing wheel0
thing wheel1
thing wheel2
thing wheel3
thing wheel4
thing wheel5
thing wheel6
thing wheel7

keyframe movedown
keyframe roll
keyframe moveup

sound move
sound start
sound run

int k0=-1 local
int k1=-1 local
int k2=-1 local
int k3=-1 local
int k4=-1 local
int k5=-1 local
int k6=-1 local
int k7=-1 local
int i=0 local
int z=0 local
int c0 local
int c1 local
int c2 local
int c3 local
int c4 local
int c5 local
int c6 local
int c7 local

end
#
code
activated:
If(GetSenderRef()==pan || GetSenderRef()==left || GetSenderRef()==right)
{
If(i==0)
{
i=2;
PlaySoundThing(pull,pan,1,-1,25,0xC0);
MoveToFrame(left,1,1);
MoveToFrame(right,1,1);
WaitForStop(right);
for(z=0; z<8; z=z+1)
{
k0[z]=PlayKey(wheel0[z],movedown,1,0x004);
PlaySoundThing(move,wheel0[z],1,-1,10,0xC0);
PlaySoundThing(start,wheel0[z],1,-1,50,0xC0);
}
sleep(GetKeyLen(movedown));
for(z=0; z<8; z=z+1)
{
c0[z]=PlaySoundThing(run,wheel0[z],1,-1,50,0xC1);
StopKey(wheel0[z],k0[z],0.1);
k0[z]=PlayKey(wheel0[z],run,1,0x000);
}
i=1;
}
else if(i==1)
{
i=2;
PlaySoundThing(push,pan,1,-1,25,0xC0);
MoveToFrame(left,0,1);
MoveToFrame(right,0,1);
WaitForStop(right);
for(z=0; z<8; z=z+1)
{
StopKey(wheel0[z],k0[z],0.1);
ChangeSoundPitch(c0[z],0.1,GetKeyLen(movedown));
StopSound(c0[z],GetKeyLen(movedown));
k0[z]=PlayKey(wheel0[z],moveup,1,0x004);
PlaySoundThing(move,wheel0[z],1,-1,10,0xC0);
}
sleep(GetKeyLen(movedown));
for(z=0; z<8; z=z+1)
{
StopKey(wheel0[z],k0[z],0.1);
}
i=0;
}
}
return;
end

, these keys:
WheelDown.key


# KEYFRAME WheelDown.key created by Puppet Jedi 0.6

###############
SECTION: HEADER

FLAGS 0x0000
TYPE 0xFFFF
FRAMES 161
FPS 16
JOINTS 1


###############
SECTION: KEYFRAME NODES

NODES 1

NODE 0
MESH NAME OBJECT01
ENTRIES 21

# num: frame: flags: x: y: z: p: y: r:
# dx: dy: dz: dp: dy: dr:
0: 0 0x0003 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000
0.00000000 0.00000000 -0.00125000 0.00000000 0.00000000 0.12500000
1: 8 0x0003 0.00000000 0.00000000 -0.01000000 0.00000000 0.00000000 1.00000000
0.00000000 0.00000000 -0.00250000 0.00000000 0.00000000 0.25000000
2: 16 0x0003 0.00000000 0.00000000 -0.03000000 0.00000000 0.00000000 3.00000000
0.00000000 0.00000000 -0.00375000 0.00000000 0.00000000 0.37500000
3: 24 0x0003 0.00000000 0.00000000 -0.06000000 0.00000000 0.00000000 6.00000000
0.00000000 0.00000000 -0.00500000 0.00000000 0.00000000 0.50000000
4: 32 0x0003 0.00000000 0.00000000 -0.10000000 0.00000000 0.00000000 10.00000000
0.00000000 0.00000000 -0.00625000 0.00000000 0.00000000 0.62500000
5: 40 0x0003 0.00000000 0.00000000 -0.15000000 0.00000000 0.00000000 15.00000000
0.00000000 0.00000000 -0.00750000 0.00000000 0.00000000 0.75000000
6: 48 0x0003 0.00000000 0.00000000 -0.21000000 0.00000000 0.00000000 21.00000000
0.00000000 0.00000000 -0.00625000 0.00000000 0.00000000 0.87500000
7: 56 0x0003 0.00000000 0.00000000 -0.26000000 0.00000000 0.00000000 28.00000000
0.00000000 0.00000000 -0.00500000 0.00000000 0.00000000 1.00000000
8: 64 0x0003 0.00000000 0.00000000 -0.30000000 0.00000000 0.00000000 36.00000000
0.00000000 0.00000000 -0.00375000 0.00000000 0.00000000 1.12500000
9: 72 0x0003 0.00000000 0.00000000 -0.33000000 0.00000000 0.00000000 45.00000000
0.00000000 0.00000000 -0.00250000 0.00000000 0.00000000 1.25000000
10: 80 0x0003 0.00000000 0.00000000 -0.35000000 0.00000000 0.00000000 55.00000000
0.00000000 0.00000000 -0.00250000 0.00000000 0.00000000 1.37500000
11: 88 0x0003 0.00000000 0.00000000 -0.37000000 0.00000000 0.00000000 66.00000000
0.00000000 0.00000000 -0.00250000 0.00000000 0.00000000 1.50000000
12: 96 0x0003 0.00000000 0.00000000 -0.39000000 0.00000000 0.00000000 78.00000000
0.00000000 0.00000000 -0.00125000 0.00000000 0.00000000 1.62500000
13: 104 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 91.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.75000000
14: 112 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 105.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.87500000
15: 120 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 120.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 2.00000000
16: 128 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 136.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 2.12500000
17: 136 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 153.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 2.25000000
18: 144 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 171.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 2.37500000
19: 152 0x0003 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 190.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 2.50000000
20: 160 0x0000 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 210.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000

WheelRun.key


# KEYFRAME WheelRun.key created by Puppet Jedi 0.6

###############
SECTION: HEADER

FLAGS 0x0000
TYPE 0xFFFF
FRAMES 361
FPS 90
JOINTS 1


###############
SECTION: KEYFRAME NODES

NODES 1

NODE 0
MESH NAME OBJECT01
ENTRIES 5

# num: frame: flags: x: y: z: p: y: r:
# dx: dy: dz: dp: dy: dr:
0: 0 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 0.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.00000000
1: 90 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 90.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.00000000
2: 180 0x0002 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 180.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.00000000
3: 270 0x0003 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 270.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.00000000
4: 360 0x0000 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 0.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000

WheelUp.key


# KEYFRAME WheelUp.key created by Puppet Jedi 0.6

###############
SECTION: HEADER

FLAGS 0x0000
TYPE 0xFFFF
FRAMES 161
FPS 16
JOINTS 1


###############
SECTION: KEYFRAME NODES

NODES 1

NODE 0
MESH NAME OBJECT01
ENTRIES 18

# num: frame: flags: x: y: z: p: y: r:
# dx: dy: dz: dp: dy: dr:
0: 0 0x0003 0.00000000 0.00000000 -0.40000000 0.00000000 0.00000000 0.00000000
0.00000000 0.00000000 0.00125000 0.00000000 0.00000000 2.00000000
1: 8 0x0003 0.00000000 0.00000000 -0.39000000 0.00000000 0.00000000 16.00000000
0.00000000 0.00000000 0.00250000 0.00000000 0.00000000 1.87500000
2: 16 0x0003 0.00000000 0.00000000 -0.37000000 0.00000000 0.00000000 31.00000000
0.00000000 0.00000000 0.00375000 0.00000000 0.00000000 1.75000000
3: 24 0x0003 0.00000000 0.00000000 -0.34000000 0.00000000 0.00000000 45.00000000
0.00000000 0.00000000 0.00500000 0.00000000 0.00000000 1.62500000
4: 32 0x0003 0.00000000 0.00000000 -0.30000000 0.00000000 0.00000000 58.00000000
0.00000000 0.00000000 0.00625000 0.00000000 0.00000000 1.50000000
5: 40 0x0003 0.00000000 0.00000000 -0.25000000 0.00000000 0.00000000 70.00000000
0.00000000 0.00000000 0.00750000 0.00000000 0.00000000 1.37500000
6: 48 0x0003 0.00000000 0.00000000 -0.19000000 0.00000000 0.00000000 81.00000000
0.00000000 0.00000000 0.00625000 0.00000000 0.00000000 1.25000000
7: 56 0x0003 0.00000000 0.00000000 -0.14000000 0.00000000 0.00000000 91.00000000
0.00000000 0.00000000 0.00500000 0.00000000 0.00000000 1.12500000
8: 64 0x0003 0.00000000 0.00000000 -0.10000000 0.00000000 0.00000000 100.00000000
0.00000000 0.00000000 0.00375000 0.00000000 0.00000000 1.00000000
9: 72 0x0003 0.00000000 0.00000000 -0.07000000 0.00000000 0.00000000 108.00000000
0.00000000 0.00000000 0.00250000 0.00000000 0.00000000 0.87500000
10: 80 0x0003 0.00000000 0.00000000 -0.05000000 0.00000000 0.00000000 115.00000000
0.00000000 0.00000000 0.00250000 0.00000000 0.00000000 0.75000000
11: 88 0x0003 0.00000000 0.00000000 -0.03000000 0.00000000 0.00000000 121.00000000
0.00000000 0.00000000 0.00250000 0.00000000 0.00000000 0.62500000
12: 96 0x0003 0.00000000 0.00000000 -0.01000000 0.00000000 0.00000000 126.00000000
0.00000000 0.00000000 0.00125000 0.00000000 0.00000000 0.50000000
13: 104 0x0002 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 130.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.37500000
14: 112 0x0002 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 133.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.25000000
15: 120 0x0002 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 135.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.12500000
16: 128 0x0002 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 136.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 1.37500000
17: 160 0x0000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 180.00000000
0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000

and this template:


# DESC:
# BBOX: -.4 -.025 -.4 .4 .025 .4
rounddoor _zwalkstruct thingflags=0x400848 model3d=dr4.3do size=0.400781 movesize=0.400781 puppet=cr.pup


What happens is:
When I activate pad (or left or right), the wheels... I don't know how they come down because they are under at least 3 floors, but when I go down to them, they aren't moving in a circle around Y! They move 25° on Z and 10° on X, then snap back to original position in a loop like that! Then when I press the pad again, they have stopped rotating but haven't gone back up!
HELP!
/Edward

DogSRoOL
04-17-2003, 12:22 AM
Do you have a "joints" section in your .pup file?

------------------
May the forks be with you.
There is a great disturbance in my shorts...

Edward
04-17-2003, 01:02 AM
Yes.
It is the standard Puppet file for the crow. You can find cr.pup in Res2.gob!
And you can find dr4.3do there as well!

DogSRoOL
04-17-2003, 03:52 PM
That might be your problem. Each number (0-6) represents a certain type of node. 0=head, 1=neck, 2=torso, etc. (Check out the JK specs for more.) If you want to use generic types, use numbers above 6, i.e. 7=0, 8=1, etc.

------------------
May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 17, 2003).]

Edward
04-18-2003, 01:30 AM
Scuz me? I don't quite understand... I already have 7 and 8. I used this cr.pup for my "house".
http://edward.leuf.org/JK/3DOs/DROPPER.jpg
You haven't looked at the cr.pup have you?


# Puppet file for crow
joints
7=1 # aim pitch
8=2 # aim yaw
end

/Edward


[This message has been edited by Edward (edited April 18, 2003).]

[SF]pjb
04-18-2003, 02:58 AM
he is right, those numbers in the joints section, those are aiming joints, those rotate or move in some way sepratie to the rest of the object, in order to fire (a good example is the neck of a kelldragon, it moves so it can bite your bum(he he he).

that coudl be mucking up your cog, try useing a diferent pup, like err..... well ic atn think right now, but i think it should ahve no joints in the joints section

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

Edward
04-18-2003, 03:41 AM
<font face="Verdana, Arial" size="2">Originally posted by [SF]pjb:
he is right, those numbers in the joints section, those are aiming joints, those rotate or move in some way sepratie to the rest of the object, in order to fire (a good example is the neck of a kelldragon, it moves so it can bite your bum(he he he).

that coudl be mucking up your cog, try useing a diferent pup, like err..... well ic atn think right now, but i think it should ahve no joints in the joints section

</font>

I think there is something wrong with the keys... Beause I first took away the puppet, wheels didn't move. Then I said "OK! No pup, no key!" Then made myself a new pup file with only comment, joints and end. Nothing else. And still they mingle into each other. Oh and by the way, I have no idea what you said in "well ic atn think right now,"...

/Edward

Edward
04-18-2003, 03:45 AM
I had a look at my COG again. Could it be all those for();s that mix up the k[]s and z[]s and wheel[]s?

[This message has been edited by Edward (edited April 18, 2003).]

DogSRoOL
04-18-2003, 09:45 AM
<font face="Verdana, Arial" size="2">Originally posted by [SF]pjb:
he is right, those numbers in the joints section, those are aiming joints, those rotate or move in some way sepratie to the rest of the object, in order to fire (a good example is the neck of a kelldragon, it moves so it can bite your bum(he he he).
</font>

I'm pretty sure they're user-defined. If you look at the Lambda Shuttle's pup, it uses 7 & 8 for the wings (which, by the way, is the same puppet the crow uses!), and I used 7 in an actor puppet so I could amputate the gun node, so obviously, it can be used for any joint that doesn't fit the other types. Look at the joints for the moldy crow again: 7=1, 8=2. The moldy crow only has ONE MESH. The Lambda shuttle uses 7=1 and 8=2 for the wings (to unfold). As for the kell dragon, have you even looked at the pup? It has one joint: 5=2!!!
General Format is:
NodeType=NodeIn3do

------------------
May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 18, 2003).]

[This message has been edited by DogSRoOL (edited April 18, 2003).]

[SF]pjb
04-18-2003, 10:33 AM
wha? of corse the kelldragon has a join, that was my "example of joints" and i am jsut explaining what the hole darn joints section is, cog that other guy said.

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

DogSRoOL
04-18-2003, 11:51 AM
Also, I couldn't help notice that you're using Puppet Jedi 0.6. There's a later version available, ya know!
..................
I think I see the problem (which I thought I already mentioned, but I guess didn't.) You need to add an extra parenthesis to each end of your if statement and after and before each sub-statement so it looks like this:
If((GetSenderRef()==pan) &#0124;&#0124; (GetSenderRef()==left) &#0124;&#0124; (GetSenderRef()==right)).
Come to think of it, I think I posted that when you had it in the other forum...
http://forums.massassi.net/html/confused.gif
------------------
May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 18, 2003).]

Edward
04-18-2003, 02:12 PM
OK... I'll nab it...
..............................................
Once Massassi is working again...
Wait! Code alliance should work!
..............................................
OK, I took it (0.7) but it looks fine... Hm... I have a suspision... Could it be the extream framerate? 90 fps?

Edward
04-18-2003, 02:20 PM
Nope... Not that... I tried it but same difference...
I'll give you all an image to study AND you are allowed to take these COG & KEY files.
http://edward.leuf.org/JSHOT000.gif
This would be the Run key

[This message has been edited by Edward (edited April 18, 2003).]

DogSRoOL
04-18-2003, 09:28 PM
Why use a key? You can use the RotatePivot Cog command. It uses a slightly more complex frame setup, but it saves a lot of time.
RotatePivot(thing, frame, timeDuration);
Frame0 is actually a center point and rotational direction. Let's say you want to rotate 90 degrees around the vector (0/0/0).
You'd set up your frame like this: (0/0/0:0/90/0). The next frame would probably be in the opposite direction, depending on what you're trying to do. Just remember: the frames aren't really frames, they're vectors telling the 3do which way to rotate. And BE VERY CAREFUL. If you don't get the command set just right, you can get some really wierd effects. It's worth the time to learn though.

------------------
May the forks be with you.
There is a great disturbance in my shorts...

Edward
04-19-2003, 03:44 AM
Reason why I took KEY files was because I didn't want the 3DO to rotate around all axis in wierd ways. I found that KEY animation is like in all other 3D programs. One frame 90/0/0, next frame 90/90/0 and the thing would rotate 90 degrees fowards, and not 270 degrees X, 180 degrees Z and finally 90 degrees Y.

/Edward


[This message has been edited by Edward (edited April 19, 2003).]

DogSRoOL
04-19-2003, 09:49 AM
What do you mean? I use RotatePivot lots of times, and it works fine if you know how to use it. LEC used it for the rotating cameras on some of the openings of the boss levels. Best of all, your 3do doesn't have to be centered to rotate on a center point because you define the pivotal point yourself in the frames.

BTW, did that reflect shots cog work that I wrote a while back? I never tested it, so I'm curious...
------------------
May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 19, 2003).]

Edward
04-19-2003, 11:50 AM
<font face="Verdana, Arial" size="2">
BTW, did that reflect shots cog work that I wrote a while back? I never tested it, so I'm curious...
</font>
Haven't gotten around to installing it yet...

/Edward

Edward
04-19-2003, 12:10 PM
OK... The wheels still go higgeldy piggeldy, But at a greater scale! Here's an update on the COG:


# Wheel Drop
#
# By Edward
symbols

message startup
message activated
message pulse

thing pan
thing left
thing right
sound pull
sound push

thing wheel0
thing wheel1
thing wheel2
thing wheel3
thing wheel4
thing wheel5
thing wheel6
thing wheel7

keyframe movedown
keyframe roll
keyframe moveup

sound move
sound start
sound run

int k0=-1 local
int k1=-1 local
int k2=-1 local
int k3=-1 local
int k4=-1 local
int k5=-1 local
int k6=-1 local
int k7=-1 local
int i=0 local
int z=0 local
int c0 local
int c1 local
int c2 local
int c3 local
int c4 local
int c5 local
int c6 local
int c7 local

end
#
code
startup:
for(z=0; z&lt;8; z=z+1)
MoveToFrame(wheel0[z],1,100);
return;
activated:
If((GetSenderRef()==pan) &#0124;&#0124; (GetSenderRef()==left) &#0124;&#0124; (GetSenderRef()==right))
{
If(i==0)
{
i=2;
PlaySoundThing(pull,pan,1,-1,25,0xC0);
MoveToFrame(left,1,1);
MoveToFrame(right,1,1);
WaitForStop(right);
for(z=0; z&lt;8; z=z+1)
{
// k0[z]=PlayKey(wheel0[z],movedown,1,0x004);
MoveToFrame(wheel0[z],2,1);
PlaySoundThing(move,wheel0[z],1,-1,10,0xC0);
PlaySoundThing(start,wheel0[z],1,-1,50,0xC0);
}
// sleep(GetKeyLen(movedown));
WaitForStop(wheel0[z]);
for(z=0; z&lt;8; z=z+1)
{
c0[z]=PlaySoundThing(run,wheel0[z],1,-1,50,0xC1);
// StopKey(wheel0[z],k0[z],0.1);
// k0[z]=PlayKey(wheel0[z],run,1,0x000);
SetPulse(1);
}
i=1;
}
else if(i==1)
{
SetPulse(0);
i=2;
PlaySoundThing(push,pan,1,-1,25,0xC0);
MoveToFrame(left,0,1);
MoveToFrame(right,0,1);
WaitForStop(right);
for(z=0; z&lt;8; z=z+1)
{
// StopKey(wheel0[z],k0[z],0.1);
StopThing(wheel0[z]);
SkipToFrame(wheel0[z],2,100);
WaitForStop(wheel0[z]);
ChangeSoundPitch(c0[z],0.1,GetKeyLen(moveup));
StopSound(c0[z],GetKeyLen(moveup));
// k0[z]=PlayKey(wheel0[z],moveup,1,0x004);
MoveToFrame(wheel0[z],1,1);
PlaySoundThing(move,wheel0[z],1,-1,10,0xC0);
}
WaitForStop(wheel0[z]);
// sleep(GetKeyLen(moveup));
for(z=0; z&lt;8; z=z+1)
{
// StopKey(wheel0[z],k0[z],0.1);
}
i=0;
}
}
return;
pulse:
if(i==1)
{
For(z=0; z&lt;8; z=z+1)
rotatepivot(wheel0[z], 3, 1);
For(z=0; z&lt;8; z=z+1)
WaitForStop(wheel0[z]);
}
return;
end

/Edward

DogSRoOL
04-19-2003, 01:45 PM
Is the wheel in an angled tunnel (by which, I mean the pitch, yaw, or roll values are not facing 0, 90, 180, or 270 degrees)? If so, you might have more to deal with using RotatePivot than I though, though I've never used in a situation like that. Sadly, though, I've only made one (finished) level, though (because I'm not using a Star Wars scenario and need to re-create everything), so I'm not sure if it's more complicated. If you want, just send me a snippet of that part of the level and I'll see what I can do. http://forums.massassi.net/html/smile.gif

(actually, I'm just having trouble visualizing everything, as usual. http://forums.massassi.net/html/frown.gif )

------------------
May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 19, 2003).]

Edward
04-19-2003, 02:32 PM
OK... I don't REALY wish to send you the level (because I want it to be a suprise) and it is hard to make a snippet, so try to re-create my instructions...
Have a room, and in it a console with 2 handles on either side. Give these handles frames so they will turn towards you (they are pointing up). Now assign the console to pan and the handles to left and right (use the COG above). Add any sound you want to the sound symbols.
Now make an elevator shaft and make it 30m long. Then a little room with a hole in the floor leading to a lot of water. Now create the template for the wheels by copying the wheel template that I put out further up this thread.
Make this large "swimming pool" from the hole in the floor, and put out 8 wheels. Now the wheels are placed in 2 by 2 in 4 pockets in the "cieling" (like landing gears) side by side. Now add the following frames to the wheels:
NUMFRAMES: 4
FRAME: (1.75/5.4/-1:0/90/360)
FRAME: (1.75/5.4/-.6:0/90/0)
FRAME: (1.75/5.4/-1:0/90/360)
FRAME: (1.75/5.4/-1:0/90/720)
Frame 1 (or 0) would be the center point below.
Frames 2, 3, and 4 would be "tucked away", "come down to center point" and "rotating".
Do you think you could find the fault now?
You may try with the KEYs... Don't forget to take away the // and the Frame verbs in the COG though...

/Edward

[This message has been edited by Edward (edited April 19, 2003).]

[SF]pjb
04-19-2003, 03:25 PM
it looks fine, personaly i coudl probebly fix it, but edwards surprise is secret, http://forums.massassi.net/html/frown.gif.....Wait, this is me your talking about! edward send me teh level, i dnt knwo any one to blab too, and my "super duper secret" project, what do any of you know about that? theres a secret door lock, and.... HAH!!!!!
edward if you bestow the hounor of sending me the level to fix, i will gaurd the secret with the life of my computor.

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

DogSRoOL
04-19-2003, 04:59 PM
Understandable. I don't want to give much of my new episode away either (mostly because I think people will think it's cheesey or wierd).

So let me make sure I've got this: The wheels come down (rotating?) and then rotate around the Y Axis (roll). If they start at the top, (and the 1st 2 frames are movements), the first frame needs to be the same as the objects starting position, or (I think) it will move to frame 0 before moving to frame 1.

------------------
May the forks be with you.
There is a great disturbance in my shorts...

Edward
04-20-2003, 06:40 AM
Well, the code shows it has already gone to 1, and so after activation it moves to 2 and rotates around 3. 0 is the down point.
But OK... I'll lend one of you my level. I'll just have to think on who to trust...

/Edward
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Think
Thank
Thonk

[SF]pjb
04-20-2003, 11:00 AM
he trusted me! woohoo, now you cant get any thing outa me with a slge hammer. (other from blood)

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

DogSRoOL
04-20-2003, 01:04 PM
What! http://forums.massassi.net/html/eek.gif And after I already fixed the cog (without keys, no less), wrote you a previous cog, and fixed two 3dos?! http://forums.massassi.net/html/frown.gif

I coulda used that time to work on my level.
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May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 20, 2003).]

[SF]pjb
04-20-2003, 01:38 PM
i wouldent feel to offeneded, its just i helped him fix a level before, and i am good with key/frames/any thing else

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

DogSRoOL
04-20-2003, 01:44 PM
Oh, well. I wouldn't have been able to work on my level anyway until *ahem* someone answers my AIJump post. http://forums.massassi.net/html/wink.gif

Probably woulda just sat around, ate potato chips, and got fat (except I don't have any potato chips http://forums.massassi.net/html/frown.gif ).
------------------
May the forks be with you.
There is a great disturbance in my shorts...

[This message has been edited by DogSRoOL (edited April 20, 2003).]

DogSRoOL
04-20-2003, 10:23 PM
Ya coulda already had your cog...
http://forums.massassi.net/html/wink.gif

------------------
May the forks be with you.
There is a great disturbance in my shorts...

Edward
04-21-2003, 04:27 AM
There, there, DogSRoOL...
I guess... I just had this feeling...
But [SF]pjb, don't get all bosty! Just fix the DARN LEVEL!
By the way, DogSRoOL! I'll give you something to do! Just give me a moment to find your E-mail address!

/Edward


[This message has been edited by Edward (edited April 21, 2003).]

DogSRoOL
04-21-2003, 10:42 AM
Woohoo. Som'in' ta do! I had something to do (had a dynamic color cog) but it got deleted because of a flaw in Cogwriter's MDI. There's no way I'm writing it over again. I'll never again save when cogwriter asks. I'll do it manually.

------------------
May the forks be with you.
There is a great disturbance in my shorts...