View Full Version : Is there a cog that makes...
G-Man
08-09-2004, 09:33 AM
Is there a cog that makes, that kyle can you object/3do as cars. Like in GTA, he press use key and then the player dissapear and get in the car/ship/....
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Sprite (http://www.pcgamemods.com/1992)Mod (JO 2003) (http://jediknight.filefront.com/file.info?ID=16922)
They're out there, but nobody dares releasing them.
I've experimented with vehicles and stuff before and I came up with this, I never finished it though:
# Jedi Knight Cog Script
#
# SHIPFLIGHT.COG
#
# __Ace_1__
symbols
message activated
thing ship
int player=0 local
int active=0 local
vector playerthrust local
message startup
message timer
end
# ================================================== ======================================
code
startup:
Return;
# .................................................. ......................................
activated:
player = GetSourceRef();
if(active == 0)
{
active = 1;
SetTimerEx(0.1, 1, 0, 0);
SetCameraFocus(0, ship);
Print("activated");
}
Return;
# .................................................. ......................................
timer:
if(GetSenderID() == 1)
{
SetTimerEx(0.1, 1, 0, 0);
playerthrust = GetThingThrust( player );
SetThingVel(ship, VectorScale(GetThingLVec(ship), 10));
if(VectorY(playerthrust) > 0)
{
xrotation = -100;
}
else if(VectorY(playerthrust) < 0)
{
xrotation = 100;
}
else
{
xrotation = 0;
}
if(VectorX(playerthrust) > 0)
{
zrotation = 100;
}
else if(VectorX(playerthrust) < 0)
{
zrotation = -100;
}
else
{
zrotation = 0;
}
SetThingRotVel(ship, VectorSet(xrotation, 0, zrotation));
}
Return;
# .................................................. ......................................
end
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I am __Ace_1__ , and I approve this message.
[This message has been edited by Ace1 (edited August 09, 2004).]
lucky_jackpot
08-10-2004, 02:15 AM
I've been told (never really tried it myself actually, as vehicles in JK have surprisingly never attracted my full attention for long enough http://forums.massassi.net/html/wink.gif) that the math functions just aren't there for truly realistic vehicles in JK; I think it could have been either HellCat, HellRaiser or descent_pilot that mentioned it, although I dare say there have been others that have tried... http://forums.massassi.net/html/wink.gif
Actually Ace, SaberMaster did a dang fine job in his "Space Beta" and went on to perfect it further in his "XvT" demo - the main forum thread, as well as links to a truly breath-taking "demo" (always modest was our SaberMaster http://forums.massassi.net/html/wink.gif) can be found here: http://forums.massassi.net/html/Forum2/HTML/011099.html
I know I'm going marginally off-topic here (being a ship-based mod rather than wheeled-vehicles) but it's certainly an excellent piece of coding and one that I had the great pleasure of testing and providing feedback for, as did just about everyone who downloaded this project http://forums.massassi.net/html/biggrin.gif - geez, I do miss SaberMaster and his invaluable counsel http://forums.massassi.net/html/frown.gif
Apologies for the random utterings http://forums.massassi.net/html/wink.gif
-Jackpot
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[i]"lucky_jackpot is the smily god..." - gothicX
"jackpot is an evil evil man... so evil, in fact, that he's awesome." - Seb
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
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G-Man
08-10-2004, 04:33 AM
I will try it...
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Sprite (http://www.pcgamemods.com/1992)Mod (JO 2003) (http://jediknight.filefront.com/file.info?ID=16922)
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