Ok, I've been editing jk for 1,5 years now, and frankly I still suck with cogging...
This time is the first time I tried making a if, else statement, so that's probably where I went wrong.
The idea:
Teleport, but after a button is shot it teleports to a different location.
The preperation:
We take s5l4_teleport.cog as a base.
The work:
We *try to make it do the things we want it to do*. I came up with this, which *obviously
* doesn't work. (I'm surprisingly good in making non functional cogs
) (Syntax checker keeps silent, as usual...)
This time is the first time I tried making a if, else statement, so that's probably where I went wrong.
The idea:
Teleport, but after a button is shot it teleports to a different location.
The preperation:
We take s5l4_teleport.cog as a base.
The work:
We *try to make it do the things we want it to do*. I came up with this, which *obviously
* doesn't work. (I'm surprisingly good in making non functional cogs
) (Syntax checker keeps silent, as usual...)Code:
# Jedi Knight Missions Cog
#
# [TL]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
#============================================================================
symbols
message entered
message startup
message damaged
sector enter0 linkid=1
sector enter1 linkid=1
sector enter2 linkid=1
sector enter3 linkid=1
sector enter4 linkid=1
sector enter5 linkid=1
int player local
int dummy local
surface button
sound teleportsnd=sithtmplloop.wav
thing newspot2
thing newspot
end
#============================================================================
code
entered:
player=GetLocalPlayerThing();
StopThing(player);
AddDynamicAdd(player, .612, .439, .98);
If (GetWallCel(button)= 0)
Sleep(0.25);
AddDynamicAdd(player, 255, 255, 255);
dummy = PlaySoundLocal(teleportsnd, 1.0, 0, 0);
TeleportThing(player, newspot);
Else TeleportThing(player, newspot2);
return;
damaged:
if (GetSenderRef() == button);
SetWallCel(button, 1);
end

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