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ForumsCog Forum → changing models wiht parsearg
changing models wiht parsearg
2000-09-30, 6:46 AM #1
is there a way to change models with parsarg? i think pars arg messes around with templates so i tries ParseArg(model3d, newmodel) and it didnt work. i have to change a ot of models in the cog and set thingmodel only works 14 times every cog. i know there is a way around it

is there a way i can have one cog that says
if((getthingmodel) == 1 or (getthingmodel) == 2
{sendmessage(activated, cog1)
}

if((getthingmodel) == 3 or (getthingmodel) == 4
{sendmessage(activated, cog2)
}


so tht cog one and cog two both have the setthingmodel operations and the main cog is just a directing thing so it changes to the right skin?

------------------
:þ uh i dunno
:þ uh i dunno
2000-09-30, 10:07 AM #2
try: | | instead of "or"
There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force

-The Jedi Code
2000-09-30, 10:50 AM #3
unfortunately, it isnt possible to assign variables to ParseArg...I also tried this (wanted to create a zoom this way), but I found out, that it is impossible. You must use the exact string, i.e. ParseArg(player, "model3d=kya17.3do"). I think that should work in your cog. A lot of if loops with a lot of parseargs...sounds interesting...what are you working on, btw?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2000-09-30, 12:29 PM #4
thanks ill take both of those into consideration. what am i trying to do? its an effects cog for my clan patch. i used to do all the work but our leader took it over and he only has me do cog and key work. welll the mod is for dragon balll Z as is the clan and we have about 70 skins. in the show DBZ charachters go through a transformation called super Saiya-jin (hair turns golden and physical aspects are increase i.e muscle mass speed hearing sight etc.) well a whille ago i mad a cog to do this with

if(USED == 0)
{
if((ORIGINAL == BGOKU))
{
SetThingModel(player, SSBGOKU);
GO = 1;
}


well that worked fine untill now but now he wants it to go through the rest of the Super Saiya-jin stages 1, 2, 3, and 4. but set thing model only works 14 times in a cog so i was forced to turn to an alternative since this cog may have to change 30 models or more. so in light of the info you gave me the cog will probly say this:


if((ORIGINAL == BGOKU))
{
if(USED == 0)
{
ParseArg (player, "model3d=ssbgoku.3do").
GO = 1;
}
if(USED == 1)
{
ParseArg (player, "model3d=ss2bgoku.3do").
GO = 2;
}
if(USED == 2)
{
ParseArg (player, "model3d=ss3bgoku.3do").
GO = 3;
}
if(USED == 3)
{
ParseArg (player, "model3d=ss4bgoku.3do").
GO = 4;
}
and that should go through all the stages right? well im gonna go test it out now thanks [http://forums.massassi.net/html/smile.gif]
:þ uh i dunno
2000-09-30, 12:40 PM #5
it didnt work [http://forums.massassi.net/html/frown.gif] hmm ill try the first idea with the redirector cog

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:þ uh i dunno
:þ uh i dunno
2000-09-30, 2:33 PM #6
LOL, I can't believe you guys! *me shakes head* OK, here is how to do it (at least, it works for me!) Here we go!

Let's say you have four 3DO's of Goku named goku1.3do, goku2.3do, goku3.3do, and goku4.3do. Make templates like this, EXACTLY:


model saiyanjin1=goku1.3do local
model saiyanjin2=goku2.3do local
model saiyanjin3=goku3.3do local
model saiyanjin4=goku4.3do local


and make a "wild card" template, below the others, like this:


model oldmodel local


Now to make all the messages we will need:


message startup
message activated
message deactivated
message killed

Now, to store the original player model (the one we had BEFORE all this morphing) so that we can morph back without any, umm, unpleasant consequences, let's make the computer get the original player model and store it as the "wild card" model, which is called oldmodel. Put this under startup:.


startup:
oldmodel = GetThingModel(player);
return;

Now, INSTEAD of using ParseArg(player, saiyan);, use this under activated:


activated:
SetThingModel(player, saiyanjin1);
Sleep(4);
SetThingModel(player, saiyanjin2);
Sleep(4);
SetThingModel(player, saiyanjin3);
Sleep(4);
SetThingModel(player, saiyanjin4);
return;

Now, after you are finished being a SSJ4 or whatever, do this under deactivated:


deactivated:
SetThingModel(player, oldmodel);
return;


Now, pay attention, this is important to make a bug-LESS .cog. If you are killed and do not put this in, you will remain a Super Saiyan Jin 4 or whatever you were when you were killed FOREVER until you quit the game.


killed:
SetThingModel(player, oldmodel);
return;


OK, if you can't make this work, tell me and give me the 3do's you want to use and I will try to make a .cog for you. GIMME CREDIT (and point that Kamehameha someplace else)!

Cheers,

Manticholarees

The way it REALLY happened...
*Stormtrooper talking to Luke and Obi-wan in Mos Eisly* "Go on, old man, don't worry about using Force mind tricks on me, everybody playing JK knows what lousy shots us stormies are..."
2000-09-30, 2:37 PM #7
hehe you think i havnt thought of that? i already did that and it works but i need to change about 30 models and set thingmodel only works four times in a cog did you know that? any ideas on how to get around that?
:þ uh i dunno
2000-10-01, 2:18 AM #8
So let me get this straight. Your telling me that my .cog doesn't work even though I can activate it and deactivate it and die with it activated BUGLESSLY. Man, you should have told me that it didn't work BEFORE I made it work (hee hee hee [http://forums.massassi.net/html/wink.gif]). Hey, it's your problem. Now, if I could get my hands on those 3do's I could probably figure it out... in a weapons .cog and an item .cog I made I found that SetThingModel() works up to an infinite number of times OVER and OVER and OVER again and again. Post on whether you want me to make the .cog for you and I will e-mail you, since I didn't put my real e-mail address in this forum's registration page (I don't like giving out addresses for any and all to see!) By the way, there is a GLARING problem with your .cog when you did it this way:

if(USED == 0)
{
ParseArg (player, "model3d=ssbgoku1.3do");
GO = 1;
if(USED == 1)
{
ParseArg (player, "model3d=ssbgoku2.3do");
GO = 2;
if(USED == 2)
{
ParseArg (player, "model3d=ssbgoku3.3do");
GO = 3;

Anyway, it should be this:

if(USED == 0)
{
ParseArg (player, "model3d=ssbgoku1.3do");
USED = 1;
}
if(USED == 1)
{
ParseArg (player, "model3d=ssbgoku2.3do");
USED = 2;
}
if(USED == 2)
{
ParseArg (player, "model3d=ssbgoku3.3do");
USED = 3;
}

The reason for this is that the computer says to the .cog that GO = 1, 2, 3, 4, and so on, but GO actually equals nothing because the .cog is asking if USED = 1, 2, 3, 4, and so on but this is what is happening: GO is changing, but USED is not, therefore I presume that that version of your .cog changed the player model to the first model of SS Goku or it didn't change the player skin at all.

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

The way it REALLY happened...
*Stormtrooper talking to Luke and Obi-wan in Mos Eisly* "Go on, old man, don't worry about using Force mind tricks on me, everybody playing JK knows what lousy shots us stormies are..."

[This message has been edited by Manticholarees (edited October 01, 2000).]

The way it REALLY happened...
*Stormtrooper talking to Luke and Obi-wan in Mos Eisly* "Go on, old man, don't worry about using Force mind tricks on me, everybody playing JK knows what lousy shots us stormies are..."
2000-10-01, 3:32 AM #9
if you show me a cog that has more than 14 setthingmodel strings in it and works then i wont need you to do it for me. you think you can do that? the parse arg cog didnt work at all however if i can find a cog that works and has more than 14 setthingmodel strings all my problems will be solved.

------------------
:þ uh i dunno
:þ uh i dunno
2000-10-01, 4:56 AM #10
well, I used ParseArg, and it worked...must be an other bug in your cog...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2000-10-01, 5:01 AM #11
can you give me the exact string u used? it would be a huge help zagabu

------------------
:þ uh i dunno
:þ uh i dunno

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