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ForumsCog Forum → Various cog details
Various cog details
2001-02-07, 11:29 AM #1
Firstly, how do you play a sound in a cog for a various time.
I put playsound(sound_local);
and nothing happens.
But more importantly , how do I change a surface flag in a cog? I asked in commandchamber but they have no forums right now. eg, change a surface from passable and invisible to impassaible and visible?
Its probably real easy
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2001-02-08, 7:24 AM #2
Problem 1: You need to put: PlaySoundLocal(soundtoplay,volume,balance,flags);

Normally you would put 1 for volume, 0 for balance and 0x0 for flags.

Problem 2:

Use SetFaceGeoMode(surface,0x4); to make it visible and SetAdjoinFlags(surface,0x5); to make it impassible.
2001-02-09, 7:23 AM #3
Or you could edit static.jkl and set the collide=x to collide=3. Here (I think) is what the collide values in JKL are:

collide=0 - never hits anything, passes through everything.

collide=1 - seems to be used for most projectiles.

collide=2 - ?

collide=3 - impassable, will collide with everthing if it is a projectile, if stopped, can be walked on and acts like a decoration (tombs, rocks, 3D architecture like the Moldy Crow that isn't carved as part of the level, but instead is a 3DO). NOTE: if collide=3 then you cannot set the SIZE=X, MOVESIZE=X, HEIGHT=X, or MASS=X flags. Unlike actors, things with collide=3 are AS THEY ARE SHAPED! In essence, if it is shaped like a ball, you can only be affected by the ball, or shape, if you will. You can't use flags to make it bigger or smaller than it looks. If the 3DO looks 3 JKU's big, it will be 3 JKU's big. All this probably won't help, but I hope it does.

------------------
"Death has many faces, but Time is the most prevalent... All things end... in Time."
2001-02-09, 8:55 AM #4
THank you all, and now for another question. CAN I CREATE A LIGHT BY COG?
Hopefully I can, or at least change its range and intensity.
Its an unkown type in the cog startup, I know that already
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2001-02-09, 10:00 AM #5
Unfortunately you can't reference lights in a cog, but you could use dynamic lights (which are things). You can alter the intensity of these by using the SetThingLight(thing,light); verb.
2001-02-10, 4:27 AM #6
You can adjust the light of a thing. So what i have done in the past is put a few ghost items around, added a switch that sends the command SetThingLight or something like that( check the cog specs). That way i can change the intensity and that stuff.
roses are red, violets are blue, I am schizophrenic, and I am too!

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