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ForumsCog Forum → st00pid cog :(
st00pid cog :(
2001-02-17, 2:55 AM #1
Code:
# splat.cog
#
# When a player enteres a sector, they will have their limbs amputated and 
# it will print the message "Oops, looks like there was a transporter Malfuntion".
#
# EL3CTRO (17/02/2001)
#(/\/\/\/(()===========================================================================-
flags=0x40

symbols
message entered
message startup        

sector	splatchamber

                              
int 	player  		                local
int     dummy                                   local

sound   telesound=ForceThrow01.WAV

template	sparks=+telesparks

end

#(/\/\/\/(()============================================================================-

code
entered:
	player=GetLocalPlayerThing();
	StopThing(player);	

	dummy = CreateThing(sparks, player);
        
        dummy = PlaySoundLocal(telesound, 1.0, 0, 0);
        
        AmputateJoint(player, 5);
        AmputateJoint(player, 0);
        AmputateJoint(player, 1);
        AmputateJoint(player, 2);
        AmputateJoint(player, 3);
        AmputateJoint(player, 4);
        AmputateJoint(player, 6);

        Print("Oops, looks like there was a transporter malfunction.");

        

	dummy = CreateThing(sparks, player);

	return;
end


This cog works fine appart from in multiplayer. It cuts off all the limbs in the top half of your body when you enter a sector.

When it multiplayer the other people cant see your missing limbs, they can see theird though, how would i make it so that everyone can see your limbs are missing?

------------------
Generating Electro Vibes™ for the masses on Massassi
Go To: HERE
Jedi Knight Depostitory
Generating Electro Vibes™ for the masses on Massassi
Go To: BiTsToRm Forums or L3CY's Topsites
Boba Jules: You ever read the bible TK-421?
TK-421: No?
Boba Jules: Oh, ok...
*BLAM BLAM BLAM BLAM*
<EL3CTRO> EXCAUSE ME MISTAR CAERV BUT I LIEK MY PHORUMPHS!
2001-02-18, 1:33 PM #2
You're localizing the cog.
Take "flags=0x40" and it gets globalized.

------------------
http://millennium.massassi.net/ - Millennium

[This message has been edited by Hideki (edited February 18, 2001).]
2001-02-20, 9:23 AM #3
And you can't get this to work if i remeber right. In multiplayer after a player loses a limb and respawns their limb doesn't regenerate. but hey i could be wrong.
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-02-20, 11:17 AM #4
Maybe resetting the player model in the int_mult_kyle would fix that.

Or you could probably add a newplayer: message to the cog, with the SetThingModel();
------------------
Together we stand.
Divided we fall.

[This message has been edited by Aglar (edited February 20, 2001).]
2001-02-20, 5:39 PM #5
i would just make the player invisible and shoot a bunch of gibs around....that works better.
I'm just an old man with a skooma problem.
2001-02-21, 12:29 AM #6
But he wants the player model to be screwed up, not destroyed. The 'Transport error' isn't supposed to actualy kill the player.

------------------
Together we stand.
Divided we fall.
2001-02-22, 11:32 AM #7
I think Algar might have something with the setting the model to ky when you respawn.
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-02-22, 12:00 PM #8
I'll try it when I get the chance, I'm a bit busy right now.

------------------
Together we stand.
Divided we fall.
2001-02-22, 12:03 PM #9
I almost forgot to mention - Don't literaly set the player model to ky.3do, instead do something like this.
Code:
player = GetLocalPlayerThing();
pmodel = GetThingModel(player);
SetThingModel(player, pmodel);

If this wasn't done you would be making everyone who respawns use the kyle model, which just isn't fun [http://forums.massassi.net/html/smile.gif]
------------------
Together we stand.
Divided we fall.

[This message has been edited by Aglar (edited February 22, 2001).]
2001-02-22, 10:50 PM #10
Quote:
<font face="Verdana, Arial" size="2">player = GetLocalPlayerThing();pmodel = GetThingModel(player);SetThingModel(player, pmodel);
</font>


Where would i add that code? which cog and where?

Or could i just add a timer so that 60 seconds after the transporter malfunction, your player thing resets.

------------------
Generating Electro Vibes™ for the masses on Massassi
Go To: HERE
Generating Electro Vibes™ for the masses on Massassi
Go To: BiTsToRm Forums or L3CY's Topsites
Boba Jules: You ever read the bible TK-421?
TK-421: No?
Boba Jules: Oh, ok...
*BLAM BLAM BLAM BLAM*
&lt;EL3CTRO&gt; EXCAUSE ME MISTAR CAERV BUT I LIEK MY PHORUMPHS!
2001-02-23, 9:20 AM #11
I am pretty sure it would work if u put it inb the kyle.cog where the respawn info is. yeah i guess you would want to get each players model and not set them all as kyle

oh yeah i played around with your cog and it should work except i haven't tested in mp

[This message has been edited by Han5678 (edited February 23, 2001).]
roses are red, violets are blue, I am schizophrenic, and I am too!

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