View Full Version : Simple 3do Cog Needed
YourOwners
07-17-2004, 07:37 PM
I need a cog, for when you enter my level, my ghost sprite isn't there, but when you hit a switch it makes my ghost Sprite appear. when you hit the switch again, my ghost 3do disapears, which makes the sprite disapear also. If that's possible, it would be greatly appreciated. ThankS!
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Your Owners Clan Leaader,
_yo_wasup_
Edward
07-18-2004, 07:21 AM
OK... You need a switch, a position, and your ghost model. Sprite? Hm... OK... The sprite can be a simple explosion without a timer. Then when you hit the switch, they are created. As they are created, you capture them. When you hit the switch again, you destroy your captured objects.
Simple, eh?
/Edward
YourOwners
07-18-2004, 01:31 PM
not not really lol.
i'm guessing the symbols would be
switch (surface)
sprite (thing)
and just put the ghost thing where you want the sprite to be, right?
how do you enter a level and not see the 3do, but have the 3do appear when you hit the switch, thats where my confusion sets in.
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Your Owners Clan Leaader,
_yo_wasup_
F-Body
07-19-2004, 05:16 PM
I would delete this post but I cannot. Look below for your answer!
[This message has been edited by F-Body (edited July 19, 2004).]
F-Body
07-19-2004, 05:41 PM
Ok here's a closer attempt to what you want.
Sorry for the double post but I didn't want to clutter my other.
You need to create a new template such as +raildet_exp, only have no timer. Timers tell how long the sprite will show.
# [F-Body]
#
# This COG is not made or supported by LucusArts Entertainment Co.
symbols
message activate
thing ghost0
thing vghost0 local
surface switch1
sound switchsnd=beep1.wav
template explosion_tpl=+my_exp
flex on=0 local
end
#================================================= =======================================
code
activate:
if (on == 0)
{
SetWallCel(switch1, 1);
PlaySoundPos(switchsnd, SurfaceCenter(switch1), 1, -1, -1, 0);
vghost0=CreateThing(explosion_tpl, ghost0);
CaptureThing(vghost0);
on = 1;
}
else if (on == 1)
{
SetWallCel(switch1, 0);
PlaySoundPos(switchsnd, SurfaceCenter(switch1), 1, -1, -1, 0);
DestroyThing(vghost0);
on = 0;
}
Return;
end
This works with stormies
[This message has been edited by F-Body (edited July 19, 2004).]
YourOwners
07-19-2004, 08:44 PM
Is this a template without a timer?
# DESC:
# BBOX: 0 0 0 0 0 0
+fire_sprite none orient=(0.000000/0.000000/0.000000) type=cog move=physics thingflags=0x10000000 sprite=burn.spr mass=0.050000 physflags=0x200 vel=(0.000000/0.000000/0.000000)
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Your Owners Clan Leaader,
_yo_wasup_
DogSRoOL
07-20-2004, 02:01 AM
Yep.
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