Here's the Cog string for The sequencer charge. What do i edit to make it able to freeze people in their tracks. (like the carbonite gun, but lasts longer, and for JK)
# Jedi Knight Cog Script
#
# WEAP_SEQCHARGE.COG
#
# WEAPON 8 Script - Sequencer Charge
#
# Heartier than the Thermals and the DF IM Mines these are used by placing them on
# the ground or on walls. These have both delayed and proximity options.
#
# - Not affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
model povModel=seqv.3do local
model weaponMesh=seqg.3do local
keyframe mountAnim=SeqVmnt.key local
keyframe dismountAnim=SeqVdis.key local
keyframe povfireAnim=SeqVpst1.key local
keyframe holsterAnim=kyhlstr.key local
flex mountWait local
flex fireWait=0.8 local
flex holsterWait local
template projectile_tpl=+seqchrg local
template projectile_tpl2=+seqchrg2 local
int projectile local
material flashing=seq0mtp3.mat local
int cel local
int mode local
thing player local
int trackID=-1 local
int holsterTrack local
int selectMode=1 local
message startup
message activated
message deactivated
message selected
message deselected
#message newplayer
message autoselect
message fire
message timer
end
# ========================================================================================
code
startup:
// Setup delays and variables.
mountWait = GetKeyLen(mountAnim);
// Start the material flashing.
MaterialAnim( flashing, 4, 1 );
Return;
# ........................................................................................
fire:
player = GetSourceRef();
mode = GetSenderRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
projectile = FireProjectile(player, projectile_tpl[mode], -1, 16, '0 0.05 0.00', '0 0 0', 1.0, 0, 0.0, 0.0);
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
ChangeInv(player, 8, -1.0);
// If out of ammo try to autoswitch to another weapon
// if autoswitch is enabled else just switch to fists.
if(GetInv(player, 8) < 1)
{
if(GetAutoSwitch() & 1)
{
SelectWeapon(player, AutoSelectWeapon(player, 1));
}
else
{
SelectWeapon(player, 1);
}
}
Return;
# ........................................................................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
if(mode > 1) Return;
jkSetWaggle(player, '0.0 0.0 0.0', 0);
ActivateWeapon( player, fireWait, mode );
Return;
# ........................................................................................
deactivated:
player = GetSourceRef();
mode = GetSenderRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon( player, mode );
Return;
# ........................................................................................
selected:
player = GetSourceRef();
PlayMode(player, 40);
jkSetPOVModel(player, povModel);
SetArmedMode(player, 0);
jkSetWeaponMesh(player, weaponMesh);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
SetMountWait(player, GetKeyLen(mountAnim));
jkClearFlags(player, 0x5);
SetCurWeapon(player, 8);
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
jkPlayPOVKey(player, dismountAnim, 0, 18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
# ........................................................................................
//newplayer:
// player = GetSourceRef();
//
// // Make sure that if the player is respawning, the old mount isn't playing anymore.
// if (trackID != -1)
// jkStopPOVKey(player, trackID, 0);
//
// Return;
# ........................................................................................
autoselect:
selectMode = GetSenderRef();
player = GetSourceRef();
// If the player has ammo
if(GetInv(player, 8) != 0)
{
// query for ammo
if(selectMode == -1)
{
ReturnEx(300.0);
Return;
}
if((selectMode == 0) && !(GetAutoPickup() & 2))
{
ReturnEx(300.0);
Return;
}
if((selectMode == 1) && !(GetAutoSwitch() & 2))
{
ReturnEx(300.0);
Return;
}
if((selectMode == 2) && !(GetAutoPickup() & 2))
{
ReturnEx(300.0);
Return;
}
ReturnEx(-2.0);
Return;
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
end
------------------
Why, I do believe they think I am some sort of god.
-C-3P0
# Jedi Knight Cog Script
#
# WEAP_SEQCHARGE.COG
#
# WEAPON 8 Script - Sequencer Charge
#
# Heartier than the Thermals and the DF IM Mines these are used by placing them on
# the ground or on walls. These have both delayed and proximity options.
#
# - Not affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
model povModel=seqv.3do local
model weaponMesh=seqg.3do local
keyframe mountAnim=SeqVmnt.key local
keyframe dismountAnim=SeqVdis.key local
keyframe povfireAnim=SeqVpst1.key local
keyframe holsterAnim=kyhlstr.key local
flex mountWait local
flex fireWait=0.8 local
flex holsterWait local
template projectile_tpl=+seqchrg local
template projectile_tpl2=+seqchrg2 local
int projectile local
material flashing=seq0mtp3.mat local
int cel local
int mode local
thing player local
int trackID=-1 local
int holsterTrack local
int selectMode=1 local
message startup
message activated
message deactivated
message selected
message deselected
#message newplayer
message autoselect
message fire
message timer
end
# ========================================================================================
code
startup:
// Setup delays and variables.
mountWait = GetKeyLen(mountAnim);
// Start the material flashing.
MaterialAnim( flashing, 4, 1 );
Return;
# ........................................................................................
fire:
player = GetSourceRef();
mode = GetSenderRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
projectile = FireProjectile(player, projectile_tpl[mode], -1, 16, '0 0.05 0.00', '0 0 0', 1.0, 0, 0.0, 0.0);
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
ChangeInv(player, 8, -1.0);
// If out of ammo try to autoswitch to another weapon
// if autoswitch is enabled else just switch to fists.
if(GetInv(player, 8) < 1)
{
if(GetAutoSwitch() & 1)
{
SelectWeapon(player, AutoSelectWeapon(player, 1));
}
else
{
SelectWeapon(player, 1);
}
}
Return;
# ........................................................................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
if(mode > 1) Return;
jkSetWaggle(player, '0.0 0.0 0.0', 0);
ActivateWeapon( player, fireWait, mode );
Return;
# ........................................................................................
deactivated:
player = GetSourceRef();
mode = GetSenderRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon( player, mode );
Return;
# ........................................................................................
selected:
player = GetSourceRef();
PlayMode(player, 40);
jkSetPOVModel(player, povModel);
SetArmedMode(player, 0);
jkSetWeaponMesh(player, weaponMesh);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
SetMountWait(player, GetKeyLen(mountAnim));
jkClearFlags(player, 0x5);
SetCurWeapon(player, 8);
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
jkPlayPOVKey(player, dismountAnim, 0, 18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
# ........................................................................................
//newplayer:
// player = GetSourceRef();
//
// // Make sure that if the player is respawning, the old mount isn't playing anymore.
// if (trackID != -1)
// jkStopPOVKey(player, trackID, 0);
//
// Return;
# ........................................................................................
autoselect:
selectMode = GetSenderRef();
player = GetSourceRef();
// If the player has ammo
if(GetInv(player, 8) != 0)
{
// query for ammo
if(selectMode == -1)
{
ReturnEx(300.0);
Return;
}
if((selectMode == 0) && !(GetAutoPickup() & 2))
{
ReturnEx(300.0);
Return;
}
if((selectMode == 1) && !(GetAutoSwitch() & 2))
{
ReturnEx(300.0);
Return;
}
if((selectMode == 2) && !(GetAutoPickup() & 2))
{
ReturnEx(300.0);
Return;
}
ReturnEx(-2.0);
Return;
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
end
------------------
Why, I do believe they think I am some sort of god.
-C-3P0
Why, I do believe they think I am some sort of god.
-C3PO
-C3PO