Code:
# Jedi Knight Cog Script # # exp_shock.cog - 3d explosion # # changes the 3do of whatever "thing" is into the models listed. # # make sure you add a +shockwave or somthing to your templates # it should have been created by the explosion template for your weapon, AND have # "model3d=shock.3do cog=exp_shock.cog" included in it. # # [GunBoy] # # flags=0x240 symbols model exp0=shock1.3do local model exp1=shock2.3do local model exp2=shock3.3do local model exp3=shock4.3do local model exp4=shock5.3do local material mat0=purpleglow.mat local material mat01=bluecore.mat local thing shock local int matindex local message created end # ======================================================================================== code created: for (matindex=0; matindex <= 2; matindex = matindex + 1) { MaterialAnim(mat0[matindex], 100, 1); } shock=GetSenderRef(); SetThingModel(shock, exp0); Sleep(0.05); SetThingModel(shock, exp1); Sleep(0.05); SetThingModel(shock, exp2); Sleep(0.05); SetThingModel(shock, exp3); Sleep(0.05); SetThingModel(shock, exp4); Sleep(0.05); DestroyThing(shock); Return; end
right now, it only works for one "shock" at a time, is there a way to make it work for say up to 4? or 6? since its for MP that would be ugly to have one of the explosions just stop in mid air, could i use more Things or somthing?
I'm just an old man with a skooma problem.