is there a way to make it more efficient?
# Jedi Knight Cog Script
#
# selectgen.COG
#
# in this cog the player flip's through the cels of a mat till they find the enemy they want to fight
# then they press a different switch to generate that enemy
#
# Matthew P. Grimshaw aka PPCThug@yahoo.com
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
surface switch0
surface switch1
message activated
sound wav0
sound wav1
material select07a
material select07b
thing ghost0
thing ghost1
thing ghost2
thing ghost3
template target0
template target1
template target2
template target3
template target4
template target5
template target6
template target7
template target8
template target9
template target10
template target11
template target12
template target13
template target14
template target15
template target16
template target17
template target18
template target19
template target20
template target21
template target22
template target23
template target24
template target25
template target26
template target27
template target28
template target29
end
# ========================================================================================
code
activated:
if ( GetSenderRef() == switch0 )
{
if ( GetWallCel(switch0) == 14)
{
if ( GetSurfaceMat(switch0) == select07a)
{
SetSurfaceMat(switch0, select07b);
SetWallCel(switch0, 0);
PlaySoundPos(wav0, GetSurfaceCenter(switch0), 0.5, -1, -1, 0);
return;
}
else if (GetSurfaceMat(switch0) == select07b)
{
SetSurfaceMat(switch0, select07a);
SetWallCel(switch0, 0);
PlaySoundPos(wav0, GetSurfaceCenter(switch0), 0.5, -1, -1, 0);
return;
}
else
{
return;
}
}
SetWallCel(switch0, GetWallCel(switch0) + 1 );
PlaySoundPos(wav0, SurfaceCenter(switch0), 0.5, -1, -1, 0);
return;
}
else if ( GetSenderRef() == switch1)
{
if ( GetWallCel(switch1) == 1) return;
SetWallCel(switch1, 1);
PlaySoundPos(wav1, SurfaceCenter(switch1), 0.5, -1, -1, 0);
if ( GetSurfaceMat(switch0) == select07a)
{
if ( GetWallCel(switch0) == 0)
{
CreateThing(target0, ghost0);
CreateThing(target0, ghost1);
CreateThing(target0, ghost2);
CreateThing(target0, ghost3);
}
else if ( GetWallCel(switch0) == 1)
{
CreateThing(target1, ghost0);
CreateThing(target1, ghost1);
CreateThing(target1, ghost2);
CreateThing(target1, ghost3);
}
else if ( GetWallCel(switch0) == 2)
{
CreateThing(target2, ghost0);
CreateThing(target2, ghost1);
CreateThing(target2, ghost2);
CreateThing(target2, ghost3);
}
else if ( GetWallCel(switch0) == 3)
{
CreateThing(target3, ghost0) ;
CreateThing(target3, ghost1);
CreateThing(target3, ghost2);
CreateThing(target3, ghost3);
}
else if ( GetWallCel(switch0) == 4)
{
CreateThing(target4, ghost0) ;
CreateThing(target4, ghost1);
CreateThing(target4, ghost2);
CreateThing(target4, ghost3);
}
else if ( GetWallCel(switch0) == 5)
{
CreateThing(target5, ghost0) ;
CreateThing(target5, ghost1);
CreateThing(target5, ghost2);
CreateThing(target5, ghost3);
}
else if ( GetWallCel(switch0) == 6)
{
CreateThing(target6, ghost0) ;
CreateThing(target6, ghost1);
CreateThing(target6, ghost2);
CreateThing(target6, ghost3);
}
else if ( GetWallCel(switch0) == 7)
{
CreateThing(target7, ghost0) ;
CreateThing(target7, ghost1);
CreateThing(target7, ghost2);
CreateThing(target7, ghost3);
}
else if ( GetWallCel(switch0) == 8)
{
CreateThing(target8, ghost0) ;
CreateThing(target8, ghost1);
CreateThing(target8, ghost2);
CreateThing(target8, ghost3);
}
else if ( GetWallCel(switch0) == 9)
{
CreateThing(target9, ghost0) ;
CreateThing(target9, ghost1);
CreateThing(target9, ghost2);
CreateThing(target9, ghost3);
}
else if ( GetWallCel(switch0) == 10)
{
CreateThing(target10, ghost0) ;
CreateThing(target10, ghost1);
CreateThing(target10, ghost2);
CreateThing(target10, ghost3);
}
else if ( GetWallCel(switch0) == 11)
{
CreateThing(target11, ghost0) ;
CreateThing(target11, ghost1);
CreateThing(target11, ghost2);
CreateThing(target11, ghost3);
}
else if ( GetWallCel(switch0) == 12)
{
CreateThing(target12, ghost0) ;
CreateThing(target12, ghost1);
CreateThing(target12, ghost2);
CreateThing(target12, ghost3);
}
else if ( GetWallCel(switch0) == 13)
{
CreateThing(target13, ghost0) ;
CreateThing(target13, ghost1);
CreateThing(target13, ghost2);
CreateThing(target13, ghost3);
}
else if ( GetWallCel(switch0) == 14)
{
CreateThing(target14, ghost0) ;
CreateThing(target14, ghost1);
CreateThing(target14, ghost2);
CreateThing(target14, ghost3);
}
}
else if ( GetSurfaceMat(switch0) == select07b)
{
if ( GetWallCel(switch0) == 0)
{
CreateThing(target15, ghost0) ;
CreateThing(target15, ghost1);
CreateThing(target15, ghost2);
CreateThing(target15, ghost3);
}
else if ( GetWallCel(switch0) == 1)
{
CreateThing(target16, ghost0) ;
CreateThing(target16, ghost1);
CreateThing(target16, ghost2);
CreateThing(target16, ghost3);
}
else if ( GetWallCel(switch0) == 2)
{
CreateThing(target17, ghost0) ;
CreateThing(target17, ghost1);
CreateThing(target17, ghost2);
CreateThing(target17, ghost3);
}
else if ( GetWallCel(switch0) == 3)
{
CreateThing(target18, ghost0) ;
CreateThing(target18, ghost1);
CreateThing(target18, ghost2);
CreateThing(target18, ghost3);
}
else if ( GetWallCel(switch0) == 4)
{
CreateThing(target19, ghost0) ;
CreateThing(target19, ghost1);
CreateThing(target19, ghost2);
CreateThing(target19, ghost3);
}
else if ( GetWallCel(switch0) == 5)
{
CreateThing(target20, ghost0) ;
CreateThing(target20, ghost1);
CreateThing(target20, ghost2);
CreateThing(target20, ghost3);
}
else if ( GetWallCel(switch0) == 6)
{
CreateThing(target21, ghost0) ;
CreateThing(target21, ghost1);
CreateThing(target21, ghost2);
CreateThing(target21, ghost3);
}
else if ( GetWallCel(switch0) == 7)
{
CreateThing(target22, ghost0) ;
CreateThing(target22, ghost1);
CreateThing(target22, ghost2);
CreateThing(target22, ghost3);
}
else if ( GetWallCel(switch0) == 8)
{
CreateThing(target23, ghost0) ;
CreateThing(target23, ghost1);
CreateThing(target23, ghost2);
CreateThing(target23, ghost3);
}
else if ( GetWallCel(switch0) == 9)
{
CreateThing(target24, ghost0) ;
CreateThing(target24, ghost1);
CreateThing(target24, ghost2);
CreateThing(target24, ghost3);
}
else if ( GetWallCel(switch0) == 10)
{
CreateThing(target25, ghost0) ;
CreateThing(target25, ghost1);
CreateThing(target25, ghost2);
CreateThing(target25, ghost3);
}
else if ( GetWallCel(switch0) == 11)
{
CreateThing(target26, ghost0) ;
CreateThing(target26, ghost1);
CreateThing(target26, ghost2);
CreateThing(target26, ghost3);
}
else if ( GetWallCel(switch0) == 12)
{
CreateThing(target27, ghost0) ;
CreateThing(target27, ghost1);
CreateThing(target27, ghost2);
CreateThing(target27, ghost3);
}
else if ( GetWallCel(switch0) == 13)
{
CreateThing(target28, ghost0) ;
CreateThing(target28, ghost1);
CreateThing(target28, ghost2);
CreateThing(target28, ghost3);
}
else if ( GetWallCel(switch0) == 14)
{
CreateThing(target29, ghost0) ;
CreateThing(target29, ghost1);
CreateThing(target29, ghost2);
CreateThing(target29, ghost3);
}
}
else
{
return;
}
Sleep(.5);
SetWallCel(switch1, 0);
return;
}
else return;
# ........................................................................................
end
------------------
I lost a mine! do you have it?(BOOM!)
# Jedi Knight Cog Script
#
# selectgen.COG
#
# in this cog the player flip's through the cels of a mat till they find the enemy they want to fight
# then they press a different switch to generate that enemy
#
# Matthew P. Grimshaw aka PPCThug@yahoo.com
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
surface switch0
surface switch1
message activated
sound wav0
sound wav1
material select07a
material select07b
thing ghost0
thing ghost1
thing ghost2
thing ghost3
template target0
template target1
template target2
template target3
template target4
template target5
template target6
template target7
template target8
template target9
template target10
template target11
template target12
template target13
template target14
template target15
template target16
template target17
template target18
template target19
template target20
template target21
template target22
template target23
template target24
template target25
template target26
template target27
template target28
template target29
end
# ========================================================================================
code
activated:
if ( GetSenderRef() == switch0 )
{
if ( GetWallCel(switch0) == 14)
{
if ( GetSurfaceMat(switch0) == select07a)
{
SetSurfaceMat(switch0, select07b);
SetWallCel(switch0, 0);
PlaySoundPos(wav0, GetSurfaceCenter(switch0), 0.5, -1, -1, 0);
return;
}
else if (GetSurfaceMat(switch0) == select07b)
{
SetSurfaceMat(switch0, select07a);
SetWallCel(switch0, 0);
PlaySoundPos(wav0, GetSurfaceCenter(switch0), 0.5, -1, -1, 0);
return;
}
else
{
return;
}
}
SetWallCel(switch0, GetWallCel(switch0) + 1 );
PlaySoundPos(wav0, SurfaceCenter(switch0), 0.5, -1, -1, 0);
return;
}
else if ( GetSenderRef() == switch1)
{
if ( GetWallCel(switch1) == 1) return;
SetWallCel(switch1, 1);
PlaySoundPos(wav1, SurfaceCenter(switch1), 0.5, -1, -1, 0);
if ( GetSurfaceMat(switch0) == select07a)
{
if ( GetWallCel(switch0) == 0)
{
CreateThing(target0, ghost0);
CreateThing(target0, ghost1);
CreateThing(target0, ghost2);
CreateThing(target0, ghost3);
}
else if ( GetWallCel(switch0) == 1)
{
CreateThing(target1, ghost0);
CreateThing(target1, ghost1);
CreateThing(target1, ghost2);
CreateThing(target1, ghost3);
}
else if ( GetWallCel(switch0) == 2)
{
CreateThing(target2, ghost0);
CreateThing(target2, ghost1);
CreateThing(target2, ghost2);
CreateThing(target2, ghost3);
}
else if ( GetWallCel(switch0) == 3)
{
CreateThing(target3, ghost0) ;
CreateThing(target3, ghost1);
CreateThing(target3, ghost2);
CreateThing(target3, ghost3);
}
else if ( GetWallCel(switch0) == 4)
{
CreateThing(target4, ghost0) ;
CreateThing(target4, ghost1);
CreateThing(target4, ghost2);
CreateThing(target4, ghost3);
}
else if ( GetWallCel(switch0) == 5)
{
CreateThing(target5, ghost0) ;
CreateThing(target5, ghost1);
CreateThing(target5, ghost2);
CreateThing(target5, ghost3);
}
else if ( GetWallCel(switch0) == 6)
{
CreateThing(target6, ghost0) ;
CreateThing(target6, ghost1);
CreateThing(target6, ghost2);
CreateThing(target6, ghost3);
}
else if ( GetWallCel(switch0) == 7)
{
CreateThing(target7, ghost0) ;
CreateThing(target7, ghost1);
CreateThing(target7, ghost2);
CreateThing(target7, ghost3);
}
else if ( GetWallCel(switch0) == 8)
{
CreateThing(target8, ghost0) ;
CreateThing(target8, ghost1);
CreateThing(target8, ghost2);
CreateThing(target8, ghost3);
}
else if ( GetWallCel(switch0) == 9)
{
CreateThing(target9, ghost0) ;
CreateThing(target9, ghost1);
CreateThing(target9, ghost2);
CreateThing(target9, ghost3);
}
else if ( GetWallCel(switch0) == 10)
{
CreateThing(target10, ghost0) ;
CreateThing(target10, ghost1);
CreateThing(target10, ghost2);
CreateThing(target10, ghost3);
}
else if ( GetWallCel(switch0) == 11)
{
CreateThing(target11, ghost0) ;
CreateThing(target11, ghost1);
CreateThing(target11, ghost2);
CreateThing(target11, ghost3);
}
else if ( GetWallCel(switch0) == 12)
{
CreateThing(target12, ghost0) ;
CreateThing(target12, ghost1);
CreateThing(target12, ghost2);
CreateThing(target12, ghost3);
}
else if ( GetWallCel(switch0) == 13)
{
CreateThing(target13, ghost0) ;
CreateThing(target13, ghost1);
CreateThing(target13, ghost2);
CreateThing(target13, ghost3);
}
else if ( GetWallCel(switch0) == 14)
{
CreateThing(target14, ghost0) ;
CreateThing(target14, ghost1);
CreateThing(target14, ghost2);
CreateThing(target14, ghost3);
}
}
else if ( GetSurfaceMat(switch0) == select07b)
{
if ( GetWallCel(switch0) == 0)
{
CreateThing(target15, ghost0) ;
CreateThing(target15, ghost1);
CreateThing(target15, ghost2);
CreateThing(target15, ghost3);
}
else if ( GetWallCel(switch0) == 1)
{
CreateThing(target16, ghost0) ;
CreateThing(target16, ghost1);
CreateThing(target16, ghost2);
CreateThing(target16, ghost3);
}
else if ( GetWallCel(switch0) == 2)
{
CreateThing(target17, ghost0) ;
CreateThing(target17, ghost1);
CreateThing(target17, ghost2);
CreateThing(target17, ghost3);
}
else if ( GetWallCel(switch0) == 3)
{
CreateThing(target18, ghost0) ;
CreateThing(target18, ghost1);
CreateThing(target18, ghost2);
CreateThing(target18, ghost3);
}
else if ( GetWallCel(switch0) == 4)
{
CreateThing(target19, ghost0) ;
CreateThing(target19, ghost1);
CreateThing(target19, ghost2);
CreateThing(target19, ghost3);
}
else if ( GetWallCel(switch0) == 5)
{
CreateThing(target20, ghost0) ;
CreateThing(target20, ghost1);
CreateThing(target20, ghost2);
CreateThing(target20, ghost3);
}
else if ( GetWallCel(switch0) == 6)
{
CreateThing(target21, ghost0) ;
CreateThing(target21, ghost1);
CreateThing(target21, ghost2);
CreateThing(target21, ghost3);
}
else if ( GetWallCel(switch0) == 7)
{
CreateThing(target22, ghost0) ;
CreateThing(target22, ghost1);
CreateThing(target22, ghost2);
CreateThing(target22, ghost3);
}
else if ( GetWallCel(switch0) == 8)
{
CreateThing(target23, ghost0) ;
CreateThing(target23, ghost1);
CreateThing(target23, ghost2);
CreateThing(target23, ghost3);
}
else if ( GetWallCel(switch0) == 9)
{
CreateThing(target24, ghost0) ;
CreateThing(target24, ghost1);
CreateThing(target24, ghost2);
CreateThing(target24, ghost3);
}
else if ( GetWallCel(switch0) == 10)
{
CreateThing(target25, ghost0) ;
CreateThing(target25, ghost1);
CreateThing(target25, ghost2);
CreateThing(target25, ghost3);
}
else if ( GetWallCel(switch0) == 11)
{
CreateThing(target26, ghost0) ;
CreateThing(target26, ghost1);
CreateThing(target26, ghost2);
CreateThing(target26, ghost3);
}
else if ( GetWallCel(switch0) == 12)
{
CreateThing(target27, ghost0) ;
CreateThing(target27, ghost1);
CreateThing(target27, ghost2);
CreateThing(target27, ghost3);
}
else if ( GetWallCel(switch0) == 13)
{
CreateThing(target28, ghost0) ;
CreateThing(target28, ghost1);
CreateThing(target28, ghost2);
CreateThing(target28, ghost3);
}
else if ( GetWallCel(switch0) == 14)
{
CreateThing(target29, ghost0) ;
CreateThing(target29, ghost1);
CreateThing(target29, ghost2);
CreateThing(target29, ghost3);
}
}
else
{
return;
}
Sleep(.5);
SetWallCel(switch1, 0);
return;
}
else return;
# ........................................................................................
end
------------------
I lost a mine! do you have it?(BOOM!)
I droped a trip mine around here, could you help me look for it?