I have a COG that, once you talk to barkeep, you go to John and entersector, who you give a gift to in exchange for a password. Then you go to bookkeeper and he lets you in, moving sofa to reveal a secret passage. However, when I activate the barkeep, it simply runs through all of his text, when I talk to the bookkeeper, I get instant access, then I fall through the level and it plays all of the "enteresector" text.
What am I doing wrong?
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"Do you have any idea how long it takes to dig graves for twenty-three oak trees?"
-- Davram Bashere, The Fires Of Heaven
"She shall make you a real boy, and I shall make her a real woman."
-- Joe, A.I.
What am I doing wrong?
Code:
# Jedi Knight Cog Script # # filename.cog # # Description # # # This Cog is Not supported by LucasArts Entertainment Co symbols message activated local message entered local sector entersector thing cam1 thing cam2 thing cam3 thing cam4 thing cam5 thing barkeeper thing bookkeeper thing sofa thing spawn1 thing spawn2 thing spawn3 thing spawn4 thing bombspawn thing playertele template bomb template uberstormie template explode=+xtank1_exp surface adjoin0 int password=0 local int job=0 local int pass=0 local int taken=0 local int bothered=0 local int allowed=0 local end # ======================================================================================== code activated: if(GetSenderRef()==bookkeeper) { if(pass==0) { if(password==0) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam2); Print("'Imperial base'? I'm afraid you've got the wrong man, sir. I know nothing of an Imperial base."); ClearActorFlags(Player, 0xa00000); SetCameraFocus(0, player); password=1; } if(password==1) { SetActorFlags(Player, 0xa00000); StopThing(Player); Print("Sir, I assure you, I've no idea what you're talking about. Now leave."); ClearActorFlags(Player, 0xa00000); SetCameraFocus(0, player); password=2; } if(password==2) { SetActorFlags(Player, 0xa00000); StopThing(Player); Print("Hey, buddy. Get out of my store, or I'll call the police."); ClearActorFlags(Player, 0xa00000); SetCameraFocus(0, player); password=3; } if(password==3) { SetActorFlags(Player, 0xa00000); StopThing(Player); Print("Police!"); st1 = CreateThing(uberstormie,spawn1); st2 = CreateThing(uberstormie,spawn2); SetActorFlags(st1, 0x8); SetActorFlags(st2, 0x8); ClearActorFlags(Player, 0xa00000); SetCameraFocus(0, player); } } if(pass==1) { if(password>=1) { Print("I was beginning to wonder whose side you were on."); MoveThing(sofa, 1, 1); } if(password<1) { Print("Good to see a fellow patriot. Go right in."); MoveThing(sofa, 1, 1); } } } if(GetSenderRef()==barkeeper) { if(job==0) { if(taken<1) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam1); Print("You're the uh...agent, huh?"); Sleep(2.0); MoveToFrame(cam1, 1, 2); Print("I'm happy to help the Repub and all, but..."); Sleep(2.0); MoveToFrame(cam1, 1, 3); Print("...well, I got a financial problem."); Sleep(2.0); MoveToFrame(cam1, 1, 1); Print("Take this gift to John McClane. I'll give you the password then."); Sleep(2.0); SetCameraFocus(0, player); ClearActorFlags(Player, 0xa00000); taken=1; MoveToFrame(playertele, 1, 50000); } } if(taken=1) { if(job==0) { Print("What? It's not done yet? Well, then, get out there!"); } if(job=1) { Print("Alright, good job. The password is CEHNEHDEH."); pass=1; taken=2; } } } return; entered: if(taken!=1) { if(bothered<1) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam4); Print("What do you want?"); Sleep(1.0); Print("Well?"); Sleep(1.0); Print("Bah, get outta here."); TeleportThing(player, playertele); bothered=1; ClearActorFlags(Player, 0xa00000); } if(bothered==1) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam4); Print("Hey, if you've got nothing, get out of here! Last warning!"); TeleportThing(player, playertele); ClearActorFlags(Player, 0xa00000); bothered=2; } if(bothered==2) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam4); Print("That's bloody it! Police!"); ClearActorFlags(Player, 0xa00000); st3 = CreateThing(uberstormie,spawn3); st4 = CreateThing(uberstormie,spawn4); SetActorFlags(st3, 0x8); SetActorFlags(st4, 0x8); } } if(taken==1) { if(bothered<1) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam4); ClearActorFlags(Player, 0xa00000); Print("You're back. A message for John? Go on in."); allowed=1; } if(bothered==1) { SetActorFlags(Player, 0xa00000); StopThing(Player); SetCameraFocus(0, cam4); Print("I should shoot you where you stand. Bah, go on in."); ClearActorFlags(Player, 0xa00000); allowed=1; } } return; crossed: if(allowed==1) { TeleportThing(player, playertele); SetCameraFocus(0, cam5); MoveToFrame(cam4, 1, 5); Print("My employees outside say you have a present for me."); Sleep(2.0); Print("Please, set it on the table."); Sleep(1.5); MoveToFrame(cam5, 1, 15); CreateThing(bomb, bombspawn); a=1; Sleep(1.0); SetCameraFocus(0, cam4); Sleep(0.5); CreateThing(explode, john); job=1; } # ........................................................................................ end
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"Do you have any idea how long it takes to dig graves for twenty-three oak trees?"
-- Davram Bashere, The Fires Of Heaven
"She shall make you a real boy, and I shall make her a real woman."
-- Joe, A.I.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken