I set up a damage cog that checks for a certain.mat file so that all you have to do is place 1 cog in the level, instead of multiple sector or surface damage cogs. It checks out in CogWriter, but I get nothing in level, just walking on lava. Here it is:
thanks in advance
------------------
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance
-Tazz
Code:
# Jedi Knight Cog Script
#
#
# [YB]
#
# ---Modified LEC cog for surfaces -Tazz
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
# 00_surfacedamage.cog
#
# Apply constant amount of damage to a player on a surface
# ========================================================================================
symbols
message touched
material damageSurface # the deadly surface
flex damageInterval=1.0 # how often damage is applied in seconds.
flex damage=4.0 # how much damage is applied
thing victim local # actors and players affected.
int type local
end
# ========================================================================================
code
# ........................................................................................
touched:
victim = GetSourceRef();
If(GetSurfaceMat(GetSenderRef()) == damageSurface)
{
Print("Got the surface");
type = GetThingType(victim);
// If we have an actor (2) or a player (10)
if ((type==2) || (type==10))
{
Print("Got the player");
// Do the damage or healing.
if (damage > 0)
{
DamageThing(victim, damage, 0x1, victim);
Print("We hurt him");
}
else
{
HealThing(victim, -damage);
}
}
}
return;
# ........................................................................................
endthanks in advance
------------------
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance
-Tazz
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance
Tazz
Tazz

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