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.
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