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ForumsCog Forum → A Querulous Quandry
A Querulous Quandry
2001-09-29, 2:37 AM #1
I tried to whip up a quick driving cog for my new van 3do, but it doesn't seem to do anything at all...

Quote:
<font face="Verdana, Arial" size="2">
symbols

thing vanpark
template vandrive
template ghost
int driving=1 local
sound honk=accomplish1.wav
message activated
message playeraction

end

# ========================================================================================

code

startup:
SetActionCog(GetSelfCog(), 0x7fffffff);
player = GetLocalPlayerThing();
return;

activated:
if(GetSenderRef == vanpark) {
SetThingModel(vanpark, ghost);
SetThingModel(player, vandrive);
driving = 1;
}
return;

playeraction:
if(driving == 1) {
if(GetParam(0) == 0) {
print("Honk! Honk!");
playsoundlocal(honk, 1, 0, 0x0);
ReturnEx(0);
}
else ReturnEx(1);
}
return;


# ........................................................................................

end
</font>


------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-09-29, 11:16 PM #2
Hey, just because I used incorrect vocabulary in the title of this post doesn't mean you shouldn't help me!

*continues to wait for help*

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-01, 4:56 AM #3
SOMEONE HELP ME!!!!!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-02, 3:49 PM #4
The reason nobody is helpin you is probably because nobody has ever been able to drive vehicles, at least not that i have heard of...

------------------
"Everyone Dies..."
-Fett
"Everyone Dies..."
-Fett

My Website
Brad's Highschool Level
Unfinished Levels For Download
2001-10-02, 5:18 PM #5
Wrong Brad, me and other people have made drivable vechicle cogs.

Put that into a code tab and I will help you.
2001-10-02, 8:28 PM #6
Try adding, 'message startup' to the symbols section.

Raynar


------------------
... the Jedi I admire the most, met up with Darth Maul, now he's toast ...
Rbots - a project to develop a working Bot for Jedi Knight... download the latest development version here
Pagewizard_YKS: "making your own lightsaber doesn't make you a nerd... "
Raynar - the man with a 10.75" ePenis
2001-10-02, 8:41 PM #7
Code:
symbols

thing vanpark
template vandrive
template ghost
int driving=1 local
sound honk=accomplish1.wav
message activated
message playeraction

end

# ========================================================================================

code

startup:
SetActionCog(GetSelfCog(), 0x7fffffff);
player = GetLocalPlayerThing();
return;

activated:
if(GetSenderRef == vanpark) {
	SetThingModel(vanpark, ghost);
	SetThingModel(player, vandrive);
	driving = 1;
}
return;

playeraction:
if(driving == 1) {
	if(GetParam(0) == 0) {
   		print("Honk! Honk!");
   		playsoundlocal(honk, 1, 0, 0x0);
   		ReturnEx(0);
	}
	else ReturnEx(1);
}
return;


# ........................................................................................

end


------------------
punctuation 'R' easy
2001-10-03, 12:19 AM #8
Thank you, Yeah Raynar is right, it needs a message startup in the symbols section.
2001-10-05, 3:19 PM #9
ROTFL!!!! That's all that it was?!?! Yeesh, I thought the problem was a bit more complicated, foolish me. Thank you.

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-05, 3:24 PM #10
It still doesn't seem to work... I think it's a flaw in the whole making of the cog.

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-05, 3:36 PM #11
[http://www.gcwc.net/Images/Misc/gaunt01.jpg]

I was right, as you can see, it still does not work. Seifer? If you would please?

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-05, 11:25 PM #12
There is something wrong with the startup setactioncog , as you define driving as being 1 at the start , meaining if you tryed to activate what ever calls getparam(0) , it would spark it anyway.

I have to get off right now , but don't fear , I will help you in the morning :P
2001-10-06, 12:07 AM #13
*wonders in horror which time zone Seifer is in, when he wakes up, and what he means by 'morning'*

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-06, 12:38 AM #14
lol , Although I am back on about an hour after my last post, I can't stay, I will be re on in around 11 hours after this post.
2001-10-06, 12:43 AM #15
Ohh what the heck i'll just take a quick look through it now ...

Lets see ... is it acculy calling the activated message at all ??

Next have up there in the symbols section ghost and vandrive as templates, they should be models if you look toward your activated part.

Also you should define driving as being 0, not 1 [http://forums.massassi.net/html/smile.gif]

Lastly are you sure that the playeraction flags are right ???
Also player is not defined as a thing inside the symbols section.
2001-10-06, 11:14 PM #16
*assumes that Seifer will do a more thorough look later as it still isn't working...*

Code:
# Jedi Knight Cog Script
#
# Filename.COG
#
# Description
# 
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
thing vanpark
model vandrive
model ghost
thing player
int driving=0 local
sound honk=accomplish1.wav
message activated
message playeraction
message startup
end
# ========================================================================================
code
startup:
SetActionCog(GetSelfCog(), 0x7fffffff);
player = GetLocalPlayerThing();
return;
activated:
if(driving == 1)
{
if(GetSenderRef == vanpark)
{
SetThingModel(vanpark, ghost);
SetThingModel(player, vandrive);
driving = 1;
return;
}
return;
}
return;

playeraction:
if(driving == 1) 
{
if(GetParam(0) == 0.0) 
{
print("Honk! Honk!");
playsoundlocal(honk, 1, 0, 0x0);
ReturnEx(0.0);
}
else ReturnEx(1.0);
}
return;

# ........................................................................................
end


------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-07, 7:13 AM #17
Hmm... well...

activated:
if(driving == 1)


Shouldn't it be if(driving == 0)? Because in symbols, you defined "driving" as 0, and there's no other way to change that value, unless of course you start driving.

------------------
The artist formerly known as cconq9 (NOW do you get the name?).
Si hoc legere scis nimium eruditiones habes.
"Reeeooooooaaar"
-Ice Wampa
2001-10-07, 8:04 AM #18
No, you can't be that blind!
"local" is needed after "thing player" in the symbols section...

------------------
Guns don't kill people. Kids who play computer games do.
[edit: Visit Cave_Demon's site: http://cave2.2ya.com ! -stat]
[This message has been hacked by StaticX (edited September 11, 2001).]
WHAT?
2001-10-08, 2:04 AM #19
OHHHHHHHHHHHHHHHHHHHHHHHH>....

I'll try that tonight.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-09, 3:10 PM #20
Quote:
<font face="Verdana, Arial" size="2">
# Jedi Knight Cog Script
#
# Filename.COG
#
# Description
#
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
thing vanpark
model vandrive
model ghost
thing player local
int driving=0 local
sound honk=accomplish1.wav
message activated
message playeraction
message startup
end
# ========================================================================================
code
startup:
SetActionCog(GetSelfCog(), 0x7fffffff);
player = GetLocalPlayerThing();
return;
activated:
if(driving == 0)
{
if(GetSenderRef == vanpark)
{
SetThingModel(vanpark, ghost);
SetThingModel(player, vandrive);
driving = 1;
return;
}
return;
}
return;

playeraction:
if(driving == 1)
{
if(GetParam(0) == 0.0)
{
print("Honk! Honk!");
playsoundlocal(honk, 1, 0, 0x0);
ReturnEx(0.0);
}
else ReturnEx(1.0);
}
return;

# ........................................................................................
end
</font>


It still doesn't work!!!!

Can I perhaps use soemone else's driving cog?

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-09, 7:05 PM #21
Tell us whats wrong now ???
2001-10-10, 12:13 AM #22
I have absolutley no idea.

------------------
Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-10, 12:44 AM #23
Sometimes the problem can be in the order of the messages in symbols list.
You should try putting them in order
(message startup
message activated
message playeraction)
This is the right order.
Then other thing that could cause it might be model ghost.
since there allready is template ghost in JK, it may cause problems... You should try and rename it as... model phantom [http://forums.massassi.net/html/biggrin.gif]

------------------
Guns don't kill people. Kids who play computer games do.
[edit: Visit Cave_Demon's site: http://cave2.2ya.com ! -stat]
[This message has been hacked by StaticX (edited September 11, 2001).]
WHAT?
2001-10-11, 9:54 AM #24
problem could be:

if(GetSenderRef == vanpark)

it needs to be

if(GetSenderRef() == vanpark)

Hope that helps!


[This message has been edited by ~Rishka~ (edited October 11, 2001).]
2001-10-11, 6:36 PM #25
Yes that could be the answer to the acitvated problem / is annoyed at himself he didn't see it first.
2001-10-15, 2:16 AM #26
Oh, thank you so much, my oringinal thank you doesn't seem to have posted. It worked. I just need to figure out how to change the player's pup to the pup for the van....
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-10-15, 9:16 AM #27
ParseArg(player, "puppet=van.pup");

[EDIT: Opps wrong thread /EDIT]

[This message has been edited by *_Seifer_* (edited October 15, 2001).]

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