Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsCog Forum → Problem, again!
Problem, again!
2001-03-20, 11:18 AM #1
OK, for those of you who just tuned in, I'm making what may seem to be an easy task on the outside, but is turning out to be a real handful.

In my level [plug]ApoK Mercenary Missions[/plug] I have a conveyor belt which goes beneath some architecture and then stops infront of a big hole. Now, at the bottom of the hole is a DPC (dedicated power coupler) which supplies power to a single forcefield. This DPC isn't actually existing, by the way. The player can't see down to the bottom of the hole. Anyway, the "puzzle" is to move one of these throwable explosive canisters onto the conveyor belt and it will drop the canister down the hole where it will land on the ground exploding. Upon explosion, it should turn off the forcefeild. But I can't figure how to make it work.

Stuff I did that didn't work:

Entered, killed, and other messages don't work because they test to see if the PLAYER entered, killed, etc and not the canister

I was given sound advice to change the canister's cog so that when it is "removed" it turns off the forcefield. Problem? You can just shoot them and when they explode, the forcefield goes off. Since the cog is attached to the explosive canister, then I can't specify what sector they have to be in when they are "removed" to turn off the forcefeild.

I also tried making an actual DPC 3do and cogging it so when it's destroyed then it turns off the forcefield. Once again, I couldn't pass enough variables to make it work: ie the forcefield surface.

If anybody is willing to help me out, i'd be much obliged.
2001-03-20, 11:24 AM #2
Try a pulse for "GetThingSector" and when it is in the sector with the DPC, have it replaced with an explosion. Then have it kill the forcefield.

hth.

jh
2001-03-20, 9:54 PM #3
*sigh* here, use this

Code:
symbols

thing     Canister
sector    DPCSector

message   entered

end

code

entered:

   if(GetSourceRef()==Canister && GetSenderRef==DPCSector)
   {deactivate_forcefield;}

   Print("It's that simple!");

return;

end


DPCSector should be a separate sector a ways down the hole. Canister, is of course, your movable canister. [http://forums.massassi.net/html/smile.gif]

------------------
-Hell Raiser
"I am not defeated so easily!"
Doin' Xtreme Cogness for DBZ: TDIR

[This message has been edited by Hell Raiser (edited March 21, 2001).]
-Hell Raiser
2001-03-21, 5:11 AM #4
much obliged. I add this COG to my level, not on a template right? I really appreciate it. Thank you.
2001-03-21, 10:21 AM #5
Yep, in your level. No problamo man. [http://forums.massassi.net/html/smile.gif]

------------------
-Hell Raiser
"I am not defeated so easily!"
Doin' Xtreme Cogness for DBZ: TDIR
-Hell Raiser
2001-03-22, 5:24 AM #6
Problem! It still won't work. Here is the cog I wrote:

Code:
# Jedi Knight Cog Script
#
# DPC.COG
#
# Major thanks to Hell Raiser for getting this cog off the ground.  Much obliged
#
#
# (C) 2000 DragonPhinn of the Apocalyptic Knights 
#
# 
        


The entered part does not work at all. It won't change the camera, display the text, or deactivate the forcefield. I don't think it's being triggered.

The activated part is for consoles which display the forcefield. The camera angle changes, sleeps, then changes back properly, however it does not display the text in the "blown" if statment.

Help?
2001-03-24, 12:32 PM #7
try using the "touched" message, that might work unless the player has to touch it
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-03-26, 3:22 AM #8
The player has to touch it, that's the problem...
No signature for you.

↑ Up to the top!