I am in need a a few quick cogs, so if anybody has the time, could you PLEASE do them? i would be ever so grateful.
1)
Door onley open when you have the Imperial Stronghold key. Otherwise, plays 2 soudns, a click, and a "locked sound" locked sound is customiseable (also prints "locked" on top of screen)
2)
Same as above, except you need a "prybar key" to open it. The "click" sound doesent happen, though.(prints: stupid door!! on top of screen)
3)
COg that begins once you enter a sector: ghost camera one is the view, and an object animates, while a line of text appears. then the view goes to ghost camera 2. an object goes to a ghost object (walks) while explosions erupt from 8 different spots. Then the level ends.
4)
cog begins once you enter a sector. an object runs to a ghost object (off a ledge, so it might have to jump) once it reaches the object, explosions are generated at 8 ghost positions.
5) this one might not be possible:
take this cog and make it so each thing (variable in time, diff object generated, dif ghost position, diff time, EVERYTHING) is repeated 10 times, so its like 10 cogs in one?
1)
Door onley open when you have the Imperial Stronghold key. Otherwise, plays 2 soudns, a click, and a "locked sound" locked sound is customiseable (also prints "locked" on top of screen)
2)
Same as above, except you need a "prybar key" to open it. The "click" sound doesent happen, though.(prints: stupid door!! on top of screen)
3)
COg that begins once you enter a sector: ghost camera one is the view, and an object animates, while a line of text appears. then the view goes to ghost camera 2. an object goes to a ghost object (walks) while explosions erupt from 8 different spots. Then the level ends.
4)
cog begins once you enter a sector. an object runs to a ghost object (off a ledge, so it might have to jump) once it reaches the object, explosions are generated at 8 ghost positions.
5) this one might not be possible:
take this cog and make it so each thing (variable in time, diff object generated, dif ghost position, diff time, EVERYTHING) is repeated 10 times, so its like 10 cogs in one?
Code:
# Jedi Knight Cog Script # # 00_GENERATOR.COG # # Generic Dark Forces like enemy generator. # # [YB] # # 8/29 - RKD, added trapdoor, in case generator doesn't appear on certain difficulties # 04/06/01 - Aglar, modified to destroy the generated things after delay is reached # (C) 1997 LucasArts Entertainment Co. All Rights Reserved symbols thing generator_pos desc=generator_ghost template enemy_tpl desc=enemy_to_generate flex initial_delay=300.0 desc=initial_delay flex generate_delay=30.0 desc=generate_delay int generate_num=5 desc=generate_number int max_alive=3 desc=max_alive flex min_dist=0.0 desc=min_dist flex max_dist=1000.0 desc=max_dist int enemy local int cur_num=0 local int cur_alive=0 local flex distance=0.0 local int delay message startup message user0 message timer message pulse message killed mask=0xfff end ## Code Section 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 (generator_pos == -1) return; // if generator doesn't appear on this difficulty, quit if(initial_delay != -1) SetTimer(initial_delay); Return; //------------------------------------------------------------------------------------------------- user0: //------------------------------------------------------------------------------------------------- timer: SetPulse(generate_delay); //------------------------------------------------------------------------------------------------- pulse: if((cur_alive < max_alive)) { distance = VectorDist(GetThingPos(generator_pos), GetThingPos(jkGetLocalPlayer())); if((distance >= min_dist) && (distance <= max_dist)) { if(!HasLOS(player, generator_pos)) { enemy = CreateThing(enemy_tpl, generator_pos); CaptureThing(enemy); cur_num = cur_num + 1; cur_alive = cur_alive + 1; SetLifeLeft(enemy, delay); // If we have generated enough enemies, end the pulse if(cur_num >= generate_num) SetPulse(0); } } } Return; //------------------------------------------------------------------------------------------------ killed: // Note that this script is generic, so generated enemies won't drop powerups. // If dropped powerups are necessary, one script per enemy must be done... cur_alive = cur_alive - 1; Return; end
The Situation:
The Sv_SetBrushModel: Null error has occurred in my map. This means that somewhere in my level, there is a paper-thin prush that needs to be deleted. There are 2888 brushes in my level. That's chances of 1/2888 of finding the correct brush. The statistics say I have a .035% chance of finding it.
Did I find it?
You bet I did.
The Sv_SetBrushModel: Null error has occurred in my map. This means that somewhere in my level, there is a paper-thin prush that needs to be deleted. There are 2888 brushes in my level. That's chances of 1/2888 of finding the correct brush. The statistics say I have a .035% chance of finding it.
Did I find it?
You bet I did.