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ForumsCog Forum → Me again.
Me again.
2001-04-04, 11:52 AM #1
Haha, I hope I don't tick you off TOO bad when I put these up...

Ok:
1) How do I change a players max health through a cog???

2) How do I change a player's running speed/rotation speed?

And what is the default running speed???
HELP!




[This message has been edited by scott_karana (edited April 04, 2001).]
Hey, I'm here! But who cares?
2001-04-04, 1:45 PM #2
Don't hit me if i'm not right. [http://forums.massassi.net/html/biggrin.gif]

1. ParseArg(ThingRef, "maxhealth=100.00");

2. SetActorExtraSpeed(thing,flex);
Gravity isn't MY fault--I voted for velcro.
2001-04-04, 1:45 PM #3
People, help me! Do you know of any good force/item/weapon cog tutorials?
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2001-04-04, 1:52 PM #4
*Pounds Rhett into the ground* It's like this:

Go set up your template, and in the thing where it says maxrohealth, oh never mind that can be done another way. so, for the speed, look for maxrothrust, and type in something higher than it already is.

for the health, just hit enter on the...oops never mind, you said cog. YOU IDIOT!!! j/k well, you COULD try hitting enter on the walkplayer, and adding HEALTH and typing in a number higher than it already is...hey, a neat trick to do to make you blaster proof is by in thingflags checking Magsealed..

I hope i didn't help.
I am lost and could care less if someone finds me.
2001-04-05, 12:21 AM #5
1. ParseArg is fine doing it.

2. SetActorExtraSpeed(player, flex);
//0 for no extra speed 1 for 1.5 times faster, 2 for twice the normal speed.
SetThingRotVel(player, flex);
//200 for normal rotation speed

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http://millennium.massassi.net/ - Millennium
2001-04-06, 6:17 AM #6
THANK YOU THANK YOU THANK YOU!! Hideki & Rhett, you can be beta tester for my mod when it comes out!!!( If you wanna be...)

[This message has been edited by scott_karana (edited April 06, 2001).]
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2001-04-06, 6:19 AM #7
And thanks for TRYING to help, ROUGE15
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2001-04-06, 7:42 AM #8
No problem. [http://forums.massassi.net/html/wink.gif] Ya, sure. I'll beta test. [http://forums.massassi.net/html/smile.gif]
Gravity isn't MY fault--I voted for velcro.
2001-04-06, 8:30 AM #9
Thanks! One prob: The mod will not be out for a REALLY long time, AND my comp can't run JK anymore for some weird reason, it gives my a terminal error message, hence the need for beta testers. Another prob: you will need a good comp to run the mod when it's done: it is gonna be a BIG mod, with like 25 weaps, but no force. No force, but skills(Maybe...) and fully customizable characters, more to be revealed later...(i don't want to say more... So that no one will take my mysterious/wonderful ideas... [http://forums.massassi.net/html/biggrin.gif]
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2001-04-06, 8:36 AM #10
Ooh, I forgot about my MAIN cog problem. Is there any way that you can have a cog edit the contents of another cog(or any other file, for that matter)???

I don't know if there is, and Hideki or Rhett, is there a good tutorial that you guys used at first???( Yes, I know about JKSpecs...lol [http://forums.massassi.net/html/smile.gif])
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2001-04-06, 12:18 PM #11
Well I don't know excatly what you mean but
you can use SendTrigger command

That will send a trigger to all cogs, and if it has the right number coded on it , it wll pick it up and include what ever information you have with it ?
2001-04-07, 12:05 PM #12
thanks, but i meant that it would save it, kinda like stats.
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2001-04-07, 6:36 PM #13
Well really save it to hard drive is inpossible , I already tryed to make stats , that would run off a out-game launcher ... but jk won't do it , you can delete info from a cog.

Wait if you mean , save the player stats to like a varible in game, so it can be opened and read later on , still in-game , thats easy.

[This message has been edited by *_Seifer_* (edited April 07, 2001).]
2001-04-09, 9:22 AM #14
Dang. There goes the fun of my RPG...(well, one of many funs... [http://forums.massassi.net/html/biggrin.gif] )
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2001-04-10, 9:08 AM #15
OH NO! ANOTHER PROBLEM! Is there a way that I can make a timer time an amount of time in doing something??? Like time the shooting of a gun so it doesnt shoot for a half-hour??
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2001-04-10, 1:16 PM #16
Well you can either do

SetTimerEx

or SetTimer
2001-04-11, 9:06 AM #17
What's the difference??? But thanks! I couldn't find a timer verb in JKSpecs... [http://forums.massassi.net/html/frown.gif]
THANK YOU!
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2001-04-11, 12:07 PM #18
Well I think from memory

SetTimerEx, will time down how many units you put in , and when it gets to zero it will send a trigger to the timer to start.

SetTimer, Sets a timer kind of like a pulse that keeps looping around and around until the time runs out and then it stops.
2001-04-12, 4:44 AM #19
Seifer, I think that is wrong.
And those timer verbs are in Jkspec, check in the cog section and in the systems section.

SetTimerEx(time, ID, param0, param1);

So you can have ID sent and get it by GetSenderID() in the timer message.

SetTimer(time);

Can only set the amount of time to call a timer with no ID nor params sent. And this gets called once after the "time" elapses.

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http://millennium.massassi.net/ - Millennium
2001-04-12, 5:59 AM #20
Thanx!

BTW: We need a JKSpec search.... LOL [http://forums.massassi.net/html/biggrin.gif]
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2001-04-12, 11:59 AM #21
Arg! That's not what I meant! I meant that if you ran for an amount of time, then the timer would say that if the player has run for 1 minute, then play the panting sound and slow his velocity/lower his accuracy until he stops and waits for 30 seconds. You know, a stamina thing. I know how to do everything that I just said EXCEPT having a timer like that!

[This message has been edited by scott_karana (edited April 12, 2001).]
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2001-04-12, 12:42 PM #22
Well you could do .... a pulse of 1 second SetPulse(1);

and have

secs=secs+1;
if(secs == 60)
{
secs=0;
mins=mins+1;
}

and then at the end

if(mins == 1 && secs <= 35)) DamageThing(player, 1);

[This message has been edited by *_Seifer_* (edited April 12, 2001).]
2001-04-12, 1:30 PM #23
Making a FireArms mod? Or just ripping ideas from it?

------------------
Together we stand.
Divided we fall.
2001-04-12, 1:52 PM #24
The difficult part is to check whether the player has been running for the whole minute or has he ever stopped during that period.

I might come up with a better idea using playeraction message if this is for mots, but if neither, your bet maybe to check it through pulse message for velocity.

Code:
startup:

   SetPulse(1);

   return;


pulse:

   if(IsThingMoving(player)) runned = runned + 1;
   else runned = runned - 5;


   if(runned < 0) runned = 0;


   if(runned == 60) print("He must be tired by now!");


   return;


This can check whether the player is moving every seconds, if he was, keep it increasing, if not, maybe recover his limit of getting tired by about 5 seconds.

------------------
http://millennium.massassi.net/ - Millennium
2001-04-13, 7:45 AM #25
Aggy, Firearms wasn't the first game to have stamina in it [http://forums.massassi.net/html/wink.gif].

I'm not sure what the first one was, but I know Outlaws had a stamina system.

------------------
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Visit Virus Productions!
"And lo, let us open up into the holy book of Proxy2..." -genk
His pot is blacker than his kettle!
2001-04-13, 8:16 AM #26
True, but he just described the FA stamina sysytem to a T.

------------------
Together we stand.
Divided we fall.
2001-04-14, 8:04 AM #27
Actually, i mighthave... But the times/accuracy things were my imagination!!! I've never played FA (or HL for that matter, only at a friend's house), but I know that it had stamina, but no more. So kill me! It's NOT gonna be an FA mod, though.... Not nearly... That's the only idea I have from it, i think [http://forums.massassi.net/html/smile.gif]
And no, Hideki, the mod is not gonna be for MotS.

[This message has been edited by scott_karana (edited April 14, 2001).]

[This message has been edited by scott_karana (edited April 14, 2001).]
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