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ForumsCog Forum → text cog jibba jabba
text cog jibba jabba
2002-04-16, 10:54 AM #1
I have a few text cogs in my level but i want them to make the player stop whilst the dialogue comes out. This is because you can be like a few rooms away from th person you are talking too and text is still blabbing away. Also i want it so that the text cog only activates once and that is it.

Here is one of my working text cogs thus far:

symbols
sector sec
message entered

end

code

entered:

Print("Smuggler: Please don't shoot!");
Sleep(1.0);
Print("Kyle: Where is your boss and I won't");
Sleep(1.0);
Print("Smuggler: Urgh, erm...ok he is at a cantina way over town");

return;

end



------------------
NEB
NEB
2002-04-17, 5:05 AM #2
StopThing(GetLocalPlayerThing());
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-04-17, 8:23 AM #3
Cool but where exactly do i put that line???

------------------
NEB
NEB
2002-04-17, 9:51 AM #4
Antony Espinolda's tutorial on Cutscenes has all the cool stuff like that. It is here at Massassi, but I was nice and provided a link here: http://www.massassi.net/tutorials/cutscenes/cutscenes.html
2002-04-18, 4:28 AM #5
StopThing() will only stop the player's movement; it won't stop him from moving during the cutscene. So instead, you need to use SetTypeFlags(player, 0xa00000) to immobilize the player. When the cutscene ends, use ClearTypeFlags(player, 0xa00000) to let the player move again.

Put it in your cog like this:
Code:
#============================================================#
symbols

sector sec
message entered

end
#============================================================#
code
#----------------------------------------------------------------
entered:
	SetTypeFlags(player, 0xa00000);
	Print("Smuggler: Please don't shoot!");
	Sleep(1.0);
	Print("Kyle: Where is your boss and I won't");
	Sleep(1.0);
	Print("Smuggler: Urgh, erm...ok he is at a cantina way over town");
	ClearTypeFlags(player, 0xa00000);

Return;
#----------------------------------------------------------------
end


------------------
Author of the Jedi Knight DataMaster.
Visit Saber's Domain.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-04-18, 6:56 AM #6
That last one worked chico ta very much.

I haven't started on cutscenes, but that is the next natural step really. So am I to assume a cutscene is really just one long cog???? where in that cog you make the actors do everything i.e. move, text etc. That makes more sense, if so. Also at the end of my level i would love to end it with a text cog and then cut the end of that level. How do i get it so the text rolls out then the level finishes all dramatic like. The bad guys words still lingering in the air type thing, you get the picture.

NEB

------------------
NEB
NEB
2002-04-19, 7:06 AM #7
OK i really need to know how to make the text cog play only once. This is because i keep having to wak into one sector in particular and have to endure the same text cog over and over. It has led to me committing mass homocide on the civilians saying it on more then one occasion.



------------------
NEB
NEB
2002-04-19, 10:44 AM #8
after the entered message place:

if (done) return;
done = 1;

This'll tell the cog to immediatly jump to the return phrase when done is 1, the cog'll say done when it's done the first time.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com

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