I have looked everywhere in the cog section on Massassi and I can't find the viewsave.cog. Will somebody please tell me where it is!!
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# Jedi Knight Cog Script # # ViewSave.cog # # When a sector is entered it unadjoins some far off sectors and gies some adjoins GE0 4 # (visible). When sector is exited - resets. This works along the similar line of LEC's # original door cogs as a way to improve framerate. # # 'view' sectors = the sectors the player enters to trigger the cog # 'prob' sectors = the sectors that are unadjoined. # 'fix' surfaces = the adjoins that are made visible. # # [JW] # # (C) 1999 Jeff Walters flags=0x240 symbols message entered message exited message newplayer sector view1 linkid=1 sector view2 linkid=1 sector view3 linkid=1 sector view4 linkid=1 sector view5 linkid=1 sector view6 linkid=1 sector view7 linkid=1 sector view8 linkid=1 sector view9 linkid=1 sector view10 linkid=1 sector view11 linkid=1 sector view12 linkid=1 sector view13 linkid=1 sector view14 linkid=1 sector view15 linkid=1 sector view16 linkid=1 sector view17 linkid=1 sector view18 linkid=1 sector view19 linkid=1 sector view20 linkid=1 sector view21 linkid=1 sector view22 linkid=1 sector view23 linkid=1 sector view24 linkid=1 sector view25 linkid=1 sector view26 linkid=1 sector view27 linkid=1 sector view28 linkid=1 sector view29 linkid=1 sector view30 linkid=1 sector prob1 sector prob2 sector prob3 sector prob4 sector prob5 sector prob6 sector prob7 sector prob8 sector prob9 sector prob10 sector prob11 sector prob12 sector prob13 sector prob14 sector prob15 surface fix1 surface fix2 surface fix3 surface fix4 surface fix5 surface fix6 surface fix7 surface fix8 surface fix9 surface fix10 surface fix11 surface fix12 surface fix13 surface fix14 surface fix15 surface fix16 surface fix17 surface fix18 surface fix19 surface fix20 surface fix21 surface fix22 surface fix23 surface fix24 surface fix25 surface fix26 surface fix27 surface fix28 surface fix29 surface fix30 end ## Code Section code entered: if(GetSenderID() != 1) Return; SetFaceGeoMode(fix1,4); SetFaceGeoMode(fix2,4); SetFaceGeoMode(fix3,4); SetFaceGeoMode(fix4,4); SetFaceGeoMode(fix5,4); SetFaceGeoMode(fix6,4); SetFaceGeoMode(fix7,4); SetFaceGeoMode(fix8,4); SetFaceGeoMode(fix9,4); SetFaceGeoMode(fix10,4); SetFaceGeoMode(fix11,4); SetFaceGeoMode(fix12,4); SetFaceGeoMode(fix13,4); SetFaceGeoMode(fix14,4); SetFaceGeoMode(fix15,4); SetFaceGeoMode(fix16,4); SetFaceGeoMode(fix17,4); SetFaceGeoMode(fix18,4); SetFaceGeoMode(fix19,4); SetFaceGeoMode(fix20,4); SetFaceGeoMode(fix21,4); SetFaceGeoMode(fix22,4); SetFaceGeoMode(fix23,4); SetFaceGeoMode(fix24,4); SetFaceGeoMode(fix25,4); SetFaceGeoMode(fix26,4); SetFaceGeoMode(fix27,4); SetFaceGeoMode(fix28,4); SetFaceGeoMode(fix29,4); SetFaceGeoMode(fix30,4); SetSectorAdjoins(prob1, 0); SetSectorAdjoins(prob2, 0); SetSectorAdjoins(prob3, 0); SetSectorAdjoins(prob4, 0); SetSectorAdjoins(prob5, 0); SetSectorAdjoins(prob6, 0); SetSectorAdjoins(prob7, 0); SetSectorAdjoins(prob8, 0); SetSectorAdjoins(prob9, 0); SetSectorAdjoins(prob10, 0); SetSectorAdjoins(prob11, 0); SetSectorAdjoins(prob12, 0); SetSectorAdjoins(prob13, 0); SetSectorAdjoins(prob14, 0); SetSectorAdjoins(prob15, 0); Return; exited: if(GetSenderID() != 1) Return; call changer; Return; newplayer: call changer; Return; changer: SetFaceGeoMode(fix1,0); SetFaceGeoMode(fix2,0); SetFaceGeoMode(fix3,0); SetFaceGeoMode(fix4,0); SetFaceGeoMode(fix5,0); SetFaceGeoMode(fix6,0); SetFaceGeoMode(fix7,0); SetFaceGeoMode(fix8,0); SetFaceGeoMode(fix9,0); SetFaceGeoMode(fix10,0); SetFaceGeoMode(fix11,0); SetFaceGeoMode(fix12,0); SetFaceGeoMode(fix13,0); SetFaceGeoMode(fix14,0); SetFaceGeoMode(fix15,0); SetFaceGeoMode(fix16,0); SetFaceGeoMode(fix17,0); SetFaceGeoMode(fix18,0); SetFaceGeoMode(fix19,0); SetFaceGeoMode(fix20,0); SetFaceGeoMode(fix21,0); SetFaceGeoMode(fix22,0); SetFaceGeoMode(fix23,0); SetFaceGeoMode(fix24,0); SetFaceGeoMode(fix25,0); SetFaceGeoMode(fix26,0); SetFaceGeoMode(fix27,0); SetFaceGeoMode(fix28,0); SetFaceGeoMode(fix29,0); SetFaceGeoMode(fix30,0); SetSectorAdjoins(prob1, 1); SetSectorAdjoins(prob2, 1); SetSectorAdjoins(prob3, 1); SetSectorAdjoins(prob4, 1); SetSectorAdjoins(prob5, 1); SetSectorAdjoins(prob6, 1); SetSectorAdjoins(prob7, 1); SetSectorAdjoins(prob8, 1); SetSectorAdjoins(prob9, 1); SetSectorAdjoins(prob10, 1); SetSectorAdjoins(prob11, 1); SetSectorAdjoins(prob12, 1); SetSectorAdjoins(prob13, 1); SetSectorAdjoins(prob14, 1); SetSectorAdjoins(prob15, 1); Return; end