i need a cog that can generate things..... IE bacta ... or guns
Originally Posted by FastGamerr
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#enemygenmp.cog # #The thing is the number of the ghost object where the enemy is spawned # #The template is the enemy you want to use # #The gen_num is how many total enemies you want before the cog stops respawning them # #The max_alive is how many enemies are alive at once # # ==================================== symbols message startup message user0 message timer message pulse message killed mask=0xfff thing generator_pos desc=generator_ghost template enemy_tpl desc=enemy_to_generate int initial_delay=1.0 local desc=initial_delay int generate_delay=5.0 local desc=generate_delay int min_dist=0.0 local desc=min_distance int max_dist=1000.0 local desc=max_distance float distance=1.0 local cog squadmaker local int enemy local int cur_num=0 local int cur_alive=0 local int generate_num int max_alive desc=max_alive end # ======================================================================================== code startup: // if initial_delay == -1 then the generator will be started by SendMessage // user0 from another COG. Much like the WAKEUP message in DF... if(initial_delay != -1) SetTimer(initial_delay); Return; # ........................................................................................ user0: // FIXME!! remove next line when parsing bug is corrected enemy = enemy; // fall through on purpose # ........................................................................................ timer: SetPulse(generate_delay); // fall through on purpose # ........................................................................................ pulse: if((cur_alive < max_alive)) { distance = VectorDist(GetThingPos(generator_pos), GetThingPos(GetLocalPlayerThing())); if((distance >= min_dist) && (distance <= max_dist)) { if(IsThingVisible(generator_pos)==0) { enemy = CreateThing(enemy_tpl, generator_pos); CaptureThing(enemy); cur_num = cur_num + 1; cur_alive = cur_alive + 1; // If we have generated enough enemies, end the pulse if(cur_num >= generate_num) SetPulse(0); } } } return; # ........................................................................................ killed: cur_alive = cur_alive - 1; SendMessage(squadmaker, user0); return; end