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ForumsCog Forum → Keyframe cog
Keyframe cog
2002-06-28, 10:37 PM #1
Ok, this cog is beyond simple, yet it doesnt work. I am just not getting it, I hope someone can enlighten me. Maybe only certian templetes will work? I dont know, please help!

here is my cog

Code:
# raft.cog
#
# cog that will play a key frame once the level starts and will repeat the keyframe.
# 

flags=0x240
symbols

thing		raft
keyframe    	animation=running.key	local

message      startup                                                          

end                                                                           
#--------------
code
startup:
	PlayKey(raft, animation, 1, 0x3);
Return;

end


0x3 is looping I believe. And thats what it needs to do.

[edit] My templete is structure [/edit]

[This message has been edited by Hellcat (edited June 29, 2002).]
Team Battle.
2002-06-29, 12:38 AM #2
this is what I used in APT, it works fine, and loops (not in the flags, but because of the return [http://forums.massassi.net/html/smile.gif]):
Code:
# Jedi Knight Cog Script
#
# Playkey.cog
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

message	startup
thing		keyed
int		sit	local
keyframe	key1=kyactorsit.key 

# ========================================================================================
end 
# ========================================================================================
code

startup:

sit = playkey(keyed, key1, 1, 0);

return;

end
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2002-06-29, 4:08 AM #3
Make sure your template has a puppet. If it has one, then check your keyframe. The animation will loop unless you use flags to stop the animation when it's finished. So leave the flags at 0x0 for looping.

------------------
Author of the JK DataMaster, Parsec, and the EditPlus Cog Files.
Visit Saber's Domain.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-06-29, 3:10 PM #4
Ahhh, I didnt have a puppet defined.
Team Battle.

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