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ForumsCog Forum → whats the cog that lets you shoot rail dets out from ghosts and see it on a camera?
whats the cog that lets you shoot rail dets out from ghosts and see it on a camera?
2001-04-16, 12:18 PM #1
i have been lookin for a cog which is a mix of shooting out rail detenators from a ghost position and the camera cog. i have seen it on levels and when i extract the cogs and put them in my level, there is no place to put the camera thing. i dont know how to do it. its like you see a video camera angle of a room and see the rail dets being shot.
The Imperial Squdron

WARNING: CLICK HERE AT YOUR OWN RISK!
2001-04-18, 10:05 AM #2
add a 'ghost' into the level, get the thing number, use it with the cog when it says 'thing' or 'ghost' or'camerapos' or whatever...
Hey, I'm here! But who cares?
2001-04-18, 1:00 PM #3
i know that. i need a cog that does both. how would i add the camera section to a rail det trap cog?
The Imperial Squdron

WARNING: CLICK HERE AT YOUR OWN RISK!
2001-04-18, 1:16 PM #4
give me a bit i can make u one
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-04-18, 2:53 PM #5
your lucky i had a bit of free time on my hands. This cog set your camera and then shoots out raildets and then waits a sec shoots out more and waits a sec shoots out more. Its kind of cool more effective than most. I have also made it so the dets can drack a short distance. If u don'r like any of my add-ons just tell me and i can take them off. PLease give me a little credit. Oh yeah and if u need anymore trap cogs just e-mail me potocog@hotmail.com

i have talked long enough here code just copy it and save it as a .cog (duh)

Code:
# Jedi Knight Cog Script
#
# TRAP_RAILDET.COG
#
# [Han5678]


symbols

  
thing        ghost0                                                           
thing        ghost1                                                           
thing        ghost2                                                           
thing        console                            desc=console                  
thing        camera                             desc=camera_ghost             
int          dummy                                                            
flex         delay=1.5                          desc=delay                    
flex         autoAimXFOV=60                     local                         
flex         autoAimZFOV=60                     local                         
template     raildet=+raildet                                                 
message      activate                                                         
message      timer                                                            

end                                                                           
# ========================================================================================
code
activate:
   if(active) Return;
   active = 1;

   player = GetSourceRef();

   if(player == GetLocalPlayerThing())
   {
      SetActorFlags(player, 0xa00000);
      old_camera = GetCurrentCamera();
      SetCurrentCamera(0);
      SetCameraFocus(0, camera);
      dummy = FireProjectile(ghost0, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost1, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost2, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      Sleep(1.0);
      dummy = FireProjectile(ghost0, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost1, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost2, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      Sleep(1.0);
      dummy = FireProjectile(ghost0, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost1, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost2, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      Sleep(1.0);
      dummy = FireProjectile(ghost0, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost1, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
      dummy = FireProjectile(ghost2, raildet, fireSound, 24, '0 0 0', '0 0 0', 1.0, 0x60, autoAimXFOV, autoaimZFOV);
   }

   SetTimer(delay);

   Return;
# ========================================================================================
timer:
   ClearActorFlags(player, 0xa00000);
   SetCameraFocus(0, player);
   SetCurrentCamera(old_camera);
   active = 0;

   Return;

end

 
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-04-19, 4:10 PM #6
thanks for the cog. i probaly wont be realising my level because i made it for me and my friend to play. even if i did release it, id get bad ratings because i did a terrible texturing job. i just wanted to get it done fast so i sped through it and a lot of the walls have the same texture.
anyway thanks again for the cog.
The Imperial Squdron

WARNING: CLICK HERE AT YOUR OWN RISK!
2001-04-20, 12:31 PM #7
let me guess u stuck this thing in as a hidden thing so u could blow him up without his knowing how to blow u up with it, right? or are u being fair?
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-04-21, 9:09 AM #8
yes thats right. i dont think i am being fair. what about when my friend discovers the secret room. will be be fair?
The Imperial Squdron

WARNING: CLICK HERE AT YOUR OWN RISK!
2001-04-21, 1:26 PM #9
hey don't worry i am not saying that it isn't a bad idea i do it with my levels all the time, people i play with get really well lets say mad
roses are red, violets are blue, I am schizophrenic, and I am too!

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