I took a TD trap cog out of one of the JK LEC levels and edited it so it would be able to create TD's at more locations. I then entered the thing numbers of the 6 different ghost objects, but only the first too are creating TD's. If you would be so kind as to look at the actual cog listed below and tell me if you see any errors, it would be greatly appreciated.
# Jedi Knight Cog Script
#
# M2_dettrap.cog
#
# This will generate a series of 4 TD's per 'round' when
# the switch is activated.
# The trap resets in 'delay' seconds afterwards.
#
# [YB/JS]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
surface switch desc=switch
thing tdg1 nolink,desc=tdg1
thing tdg2 nolink,desc=tdg2
thing tdg3 nolink,desc=tdg3
thing tdg4 nolink,desc=tdg4
thing tdg5 nolink,desc=tdg5
thing tdg6 nolink,desc=tdg6
thing tdg7 nolink,desc=tdg7
thing tdg8 nolink,desc=tdg8
thing tdg9 nolink,desc=tdg9
thing tdg10 nolink,desc=tdg10
int rounds=2 desc=rounds
flex rate=0.1 desc=rate
flex delay=3.0 desc=delay
int firing=0 local
int cur_round=0 local
int dummy local
template proj_tpl=+grenade2 local
sound on_snd=set_hi2.wav local
sound off_snd=lgclick1.wav local
message activated
end
# ========================================================================================
code
activated:
if(firing == 1) Return;
firing = 1;
dummy = SetWallCel(switch, 1);
dummy = PlaySoundPos(on_snd, SurfaceCenter(switch), 1.0, 5.0, 10.0, 0);
cur_round = 0;
while(cur_round < rounds)
{
dummy = CreateThing(proj_tpl, tdg1);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg2);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg3);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg4);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg5);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg6);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg7);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg8);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg9);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg10);
Sleep(rate);
cur_round = cur_round + 1;
}
Sleep(delay);
dummy = SetWallCel(switch, 0);
dummy = PlaySoundPos(off_snd, SurfaceCenter(switch), 1.0, 5.0, 10.0, 0);
firing = 0;
Return;
end
-Thank you
------------------
I couldn't put my real email address so I put bla@bla.com. My real email address is rc@mlode.com
# Jedi Knight Cog Script
#
# M2_dettrap.cog
#
# This will generate a series of 4 TD's per 'round' when
# the switch is activated.
# The trap resets in 'delay' seconds afterwards.
#
# [YB/JS]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# ========================================================================================
symbols
surface switch desc=switch
thing tdg1 nolink,desc=tdg1
thing tdg2 nolink,desc=tdg2
thing tdg3 nolink,desc=tdg3
thing tdg4 nolink,desc=tdg4
thing tdg5 nolink,desc=tdg5
thing tdg6 nolink,desc=tdg6
thing tdg7 nolink,desc=tdg7
thing tdg8 nolink,desc=tdg8
thing tdg9 nolink,desc=tdg9
thing tdg10 nolink,desc=tdg10
int rounds=2 desc=rounds
flex rate=0.1 desc=rate
flex delay=3.0 desc=delay
int firing=0 local
int cur_round=0 local
int dummy local
template proj_tpl=+grenade2 local
sound on_snd=set_hi2.wav local
sound off_snd=lgclick1.wav local
message activated
end
# ========================================================================================
code
activated:
if(firing == 1) Return;
firing = 1;
dummy = SetWallCel(switch, 1);
dummy = PlaySoundPos(on_snd, SurfaceCenter(switch), 1.0, 5.0, 10.0, 0);
cur_round = 0;
while(cur_round < rounds)
{
dummy = CreateThing(proj_tpl, tdg1);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg2);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg3);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg4);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg5);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg6);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg7);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg8);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg9);
Sleep(rate);
dummy = CreateThing(proj_tpl, tdg10);
Sleep(rate);
cur_round = cur_round + 1;
}
Sleep(delay);
dummy = SetWallCel(switch, 0);
dummy = PlaySoundPos(off_snd, SurfaceCenter(switch), 1.0, 5.0, 10.0, 0);
firing = 0;
Return;
end
-Thank you
------------------
I couldn't put my real email address so I put bla@bla.com. My real email address is rc@mlode.com
haha! -> :eek:
:cool:
:cool: