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 → How to make flying cog?!
How to make flying cog?!
2001-05-27, 10:26 AM #1
Could someone tell me how to make a cog that does this

You have a tie bomber 3do, and can fly around anywhere(well..almost) on the map, and you go faster(always have like lvl 3 force speed on)

Well?.. [http://forums.massassi.net/html/frown.gif]
2001-05-29, 3:57 AM #2
I really don't know, but I think to fly you modify the force_well.cog, to be a tie bomber you call the 3do ky.3do so it replaces Kyle when in a mod, and I am guessing the speed conrols might be in kyle.cog. I would suggest looking at the force speed cog and see how it's done.

------------------
"I am Murray, the all powerful demonic skull, BWAHAHAHAHAHA!"-Murray
Viva la Monkey Island!
"I am Murray, the all powerful demonic skull, BWAHAHAHAHAHA!"-Murray
Viva la Monkey Island!
2001-05-29, 5:38 AM #3
I'm pretty sure there's already a JK Mod that does that called TIE Mod. You should see how it works.

Anyway, for the model: If you're going to change the model through cog, use SetThingModel(thing, model). But you could just rename the TIE 3do to ky.3do.

For the speed, use SetActorExtraSpeed(thing, flex).

I don't know how to do the movement, but the TIE Mod did it somehow. -Maybe someone more knowledgeable can tell you...

------------------
The enemy is in front of us, behind us, to the left, and to the right. This time they won't get away.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.

↑ Up to the top!