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ForumsCog Forum → --I need the best cogger in the world--
--I need the best cogger in the world--
2001-10-31, 4:36 PM #1
Dear members, anyone know where I can find a really good cogger? I need someone fairly firmiliar with the game engine as well. I'm working on a Matrix MP mod with slowmo.

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2001-10-31, 5:58 PM #2
Whoa... how will you do slowmo in multiplayer??
Team Battle.
2001-10-31, 6:12 PM #3
Arg I made a slow mo cog for MP , that was really crap, running slow and stuff ....
2001-11-01, 10:24 AM #4
Well thats just it. If I can find a way to turn slowmo on and off in MP. Wouldn't that be kinda interesting. Like switching IR goggles with it or something? that would seem really matrixy. Add some pimpin key files and WOOHOO! you got yourself a new method of mP.
2001-11-01, 11:49 AM #5
You shouldn't have even bothered to ask the question, wedge234. We all know that *_Seifer_* has already made, thrice over, every single cog combination in existence, and once typing everything with only one hand, because he was fighting off the Russian Army with the other, which was only holding a pencil. And the pencil was broken. He can't release anything, or possibly be of any help at all, because of his top-secret contract with the US Government, which wants to use his cogs to destroy Canada..
2001-11-01, 11:51 AM #6
How, exactly, does the slowmo cog work, seifer?
2001-11-01, 11:51 AM #7
Lol!

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-01, 12:00 PM #8
Jipe, you rock [http://forums.massassi.net/html/smile.gif]
2001-11-01, 12:11 PM #9
well surely we can do something. I'm not asking for siefers help specifically but i think that we could do something along the lines of that idea.
2001-11-01, 12:25 PM #10
check your e-mail.
2001-11-04, 7:36 AM #11
Then can somone plz send me a slowmo file in an on/off form with sounds so that I can at least scrape together some kind of SP mod? Thanks.
2001-11-04, 8:29 AM #12
Didnt someone submit a SLOW-MO mod here to massassi? I havent downloaded it and tried it but if its the effect your looking for maybe you could ask the author to use parts of it.

Using Cog it's easy to slow down everyone's run speed and projectiles, but unfortunately they would still swing a saber at the same speed, and other animations would occur just as fast as normal.

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- Wisdom is 99% experience, 1% knowledge. -
- Wisdom is 99% experience, 1% knowledge. -
2001-11-04, 9:02 AM #13
What you really need to do is make keys that take two or three times longer to complete. You could probably do the whole thing with very little cogging.
COUCHMAN IS BACK BABY
2001-11-04, 1:36 PM #14
..except for the part about getting multiplayer to work..
2001-11-04, 4:11 PM #15
Well can anyone just send me somthing for Single Player anyway...Something that just activates the slowmo string....
2001-11-04, 5:08 PM #16
For mp you could use VectorSet() to make a box around whichever player actived bullet time. Anything that enters the box (projectiles, other players) goes slower, and the player who activated bullet time is allowed to do cool leaning and dodging.

Like I said in my other post, the most time-consuming part would be making the keys.
COUCHMAN IS BACK BABY
2001-11-04, 6:49 PM #17
ah, so everyone else can move normal speed, but the activator is restricted to slower speeds, thus hampering him. sounds good.. right. uh..
2001-11-04, 10:16 PM #18
Jipe, the player would not be hampered in any way.

Say a 10x10x10 cube is created (big, I know). The player who invoked bullet-time is allowed to aim, dodge and lean in real time (or something close to it, maybe 75%). Running, jumping and shooting are still slowed down.

Now say another player enters the cube. He is subject to the same restrictions as the player who invoked bullet-time, but is unable to perform special moves like leaning and dodging, and his aim is subject to the slow-motion as well. Any shots he fires will be in slow-motion, but will speed up upon crossing the cube's threshold.

Were another player to fire into the cube, his shots would slow down upon crossing the vectors that define the cube.

Note that bullet-time would not protect against splash damage (so the player who invoked it would not be 'invincible'). Also note that bullet-time would not work with the force powers, and that it would screw up sabre fighting.

Finally, some kind of limit would have to be placed on the bullet-time, to prevent players from running around for long periods of time with it on. Maybe it could recharge every time the player scored a kill, or perhaps it could charge on it's own, like mana.

That's my idea...
COUCHMAN IS BACK BABY
2001-11-05, 2:10 AM #19
Good idea. Matrix mods wouldn't really be using sabres anyway. [http://forums.massassi.net/html/smile.gif]

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Cordially,
Lord Tiberius Grismath
Head Administrator
GCWC.net
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-11-05, 2:24 AM #20
I forgot to add that the slow-motion cube would move to stay centered on the player.
COUCHMAN IS BACK BABY
2001-11-05, 10:21 AM #21
wait. how about this. I dont know to much about cogs in general but this is just a random thought. how about you have just a keystroke that plays the sound,key, and slows everything down and is timed. like in max payne. so once you "hit the ground" it turns off
2001-11-05, 11:06 AM #22
The thing is, shootdodging in Max would be pretty useless - all the other guy would have to do is lead his shots a bit. You'd probably take more damage than if bullet time was never used.
COUCHMAN IS BACK BABY
2001-11-05, 11:41 AM #23
So..whats the best bet?
2001-11-05, 4:28 PM #24
you could always open single palyer and type i the slow mo cheat? [http://forums.massassi.net/html/smile.gif]


why don't you open every siiiiiingle key in JK and slow it down then name them like kypull_sloowwwwwwwwwwww.key adn amek a few new .pups, then whne it's activated it switches to that and it cahgnes all the projectiles to your ever so slowed down projectiles, then you hit the hotkey and it replaces the .pup and replaces all tempaltes with hte orginal ones/ vice versa...

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SDÅ_Lªkútí

[This message has been edited by SDA_Lakuti (edited November 05, 2001).]
SDÅ_Lªkútí
2001-11-06, 3:31 AM #25
actually now that i think of it, you might be able to have it select every object in the current game and set it's airdrag up bigtime...(if that can't be done you can always have a duplicate of every tempalte with the airdrag much higher, but that'd take forever) and then you'd just have to edit the weapon cogs to go slower...


also if it were a force power, i think that'd be the best way to go, cuz it sucsk the mana out of you, and it only lasts for like 10 seconds or less... i dunno, jsut a thought on how to actually get it ddone, i am not good at cogs, but i really don't think the blunt of the work is cogging, more of templates.
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SDÅ_Lªkútí

[This message has been edited by SDA_Lakuti (edited November 06, 2001).]
SDÅ_Lªkútí
2001-11-06, 5:45 AM #26
The probelem with airdrag is, it only has an effect on an object the is in the air. In other words, it would have no affect on a walking/running/crouching/standing walkplayer, or any object for that matter.

The JK engine really doesnt allow for selective 'bullet time' effects. Maby thatll be something they will include in JO.




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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-11-06, 11:25 AM #27
Tracer: Your idea, fully explained, sounds much better than your original (short) description.. and more similar to my idea, although mine was to make slow-mo encompass the whole level. Making a vector box and checking it wouldn't be the easiest.. especially if you think about, it's like doing collision detection (bounding box, like in JK).

Now, walk on walls.. [http://forums.massassi.net/html/wink.gif]
2001-11-15, 10:40 AM #28
Physics would also get majorly jacked w/ that method.
Bassoon, n. A brazen instrument into which a fool blows out his brains.

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