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ForumsCog Forum → Easy cog that just won't work.
Easy cog that just won't work.
2001-03-16, 7:07 AM #1
In my SP level: "ApoK Mercenary Missions"
( http://www.aeg.apok.org )
I have a forcefield connected to a DPC (Dedicated Power Coupler). The puzzle is to move one of the explosive canisters onto a conveyer belt, which will drop down a hole. At the bottom, the canister will explode, and the force field will turn off.

Well, I have it mostly figured out, except for the trigger. How do I make the cog trigger when the canister explodes?

Some Ideas I had, that didn't work, or I can't figure out how to make work:

1) When the canister enters a sector. The problem with using the entered trigger is that it only goes when the PLAYER enters a sector, not when anything enters any sector

2) Damaging a surface. I thought that maybe if i made the cog act when the surface was damaged, that it would work. Unfortunetaly the "Damaged" trigger only works when the PLAYER dmaages it.

3) Killing an ugnaut. I put an ugnaut at the bottom of the pit, and when it died I turned off the forcefield. The only problem is that the "Killed" trigger only works when the PLAYER kills it.

You can see that there is one reoccuring problem with my ideas. I thought of putting the command in the Ugnauts personal cog, but that could get messy, and I don't want to have to do that.

So, help?
2001-03-16, 7:45 AM #2
Howabout a pulse that uses GetThingSector(crate); and if it is equal to x then blow up the crate and deactivate the FF...

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2001-03-16, 10:48 AM #3
Ok, I think the easiest way would be to create a custom cog for the canister, which has a 'removed' message. This is triggered when the canister is removed from the game (after it's destroyed).

If you need any further info, just let me know.

Raynar

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2001-03-16, 1:38 PM #4
Beauty. I'll try that.

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