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ForumsCog Forum → level dont load
level dont load
2002-11-09, 12:19 AM #1
[http://forums.massassi.net/html/mad.gif]

Code:
#!/usr/bin/perl 

#Level master COG
#Generated by Me

symbols
	message startup
	message trigger
	message pulse


	template 	tpl_objet=bot				local
	template	force_destruction=+force_dest_p4	local

	thing		leBot					local 
	thing		dest					local
	thing		botVise					local

	model		weapmesh0=red-0.3do			
	model		weapmesh1=red-1.3do			
	model		weapmesh2=red-2.3do
	model		weapmesh3=red-3.3do
	model		weapmesh4=red-4.3do
	model		weapmesh5=red-5.3do
	model		weapmesh6=red-6.3do
	model		weapmesh7=red-7.3do
	model		weapmesh8=red-8.3do
	model		weapmesh9=red-9.3do
	model		weapmesh10=red-10.3do

	int		actorFlags				local
	int		thingFlags				local
	int		aiModeFlags				local
	int 		specialMove				local

	vector		tempVector1				local
	vector		tempVector2				local
end

code

startup:
	
	Return;

trigger:
	if (GetSourceRef() == 900)	// startup cog, respawn
	{

		Print("<<Trigger 900 recu>>");
		// création du bot
		leBot=CreateThingNr(tpl_objet,getparam(0));
		capturething(leBot);
		SetThingModel(leBot,weapmesh0[10]);
			
		// on vire tout
		ClearActorFlags(leBot,0x4); 		//Players fieldlight 
		//ClearActorFlags(leBot,0x8); 		//Invulnerability 
		ClearActorFlags(leBot,0x10); 		//Players head is centered 
		ClearActorFlags(leBot,0x20); 		//Explodes when killed 
		ClearActorFlags(leBot,0x40); 		//Actor will not drown 
		ClearActorFlags(leBot,0x80);		//Invisibility 
		ClearActorFlags(leBot,0x100);		//Droid 
		ClearActorFlags(leBot,0x200); 		//Boss 
		ClearActorFlags(leBot,0x400); 		//Deaf 
		ClearActorFlags(leBot,0x800); 		//Blind 
		ClearActorFlags(leBot,0x2000); 		//Blocking attacks 
		ClearActorFlags(leBot,0x10000); 	//Actor is screaming 
		ClearActorFlags(leBot,0x40000); 	//Partialy imobilized 
		ClearActorFlags(leBot,0x80000); 	//Cannot shoot undewater 
		ClearActorFlags(leBot,0x100000); 	//Actor cannot be auto targeted 
		ClearActorFlags(leBot,0x200000); 	//Totaly Imobolized 
		ClearActorFlags(leBot,0x400000); 	//Actor is falling to his death 
		ClearActorFlags(leBot,0x800000); 	//No display Hud 
		ClearActorFlags(leBot,0x1000000);	//Damages other actors at full rate 
		ClearActorFlags(leBot,0x2000000); 	//Can see in the dark 
		ClearActorFlags(leBot,0x80000000); 	//Causes the green corner brackets to appear in view
 
		actorFlags=0;
		actorFlags=actorFlags|0x400;		// deaf
		actorFlags=actorFlags|0x2000000;	// can see in dark
		actorFlags=actorFlags|0x8;// invulnerable
		actorFlags=SetActorFlags(leBot,actorFlags); 	

		
		// on vire tout
		 
		//ClearThingFlags(leBot,0x1); //Emits Light 
		//ClearThingFlags(leBot,0x2); //Dead 
		//ClearThingFlags(leBot,0x4); //Magneticly sealed 
		//ClearThingFlags(leBot,0x8); //Part of world geometery 
		//ClearThingFlags(leBot,0x10); //Invisible 
		//ClearThingFlags(leBot,0x40); //Can stand on 
		//ClearThingFlags(leBot,0x400); //Cog Linked 
		//ClearThingFlags(leBot,0x800); //No Crush 
		//ClearThingFlags(leBot,0x1000); //Not in Easy 
		//ClearThingFlags(leBot,0x2000); //Not in Medium 
		//ClearThingFlags(leBot,0x4000); //Not in Hard 
		//ClearThingFlags(leBot,0x8000); //Not in Multi Player 
		//ClearThingFlags(leBot,0x10000); //Not in Single Player 
		//ClearThingFlags(leBot,0x20000); //Object is sending a pulse message to it's cog 
		//ClearThingFlags(leBot,0x40000); //Object is timed to send a timer event to it's cog 
		//ClearThingFlags(leBot,0x400000); //Object is metal 
		//ClearThingFlags(leBot,0x800000); //Object is earth 
		//ClearThingFlags(leBot,0x1000000); //Object makes no sounds 
		//ClearThingFlags(leBot,0x2000000); //Object is underwater 
		//ClearThingFlags(leBot,0x8000000); //Object is destroyed if it enters water 
		//ClearThingFlags(leBot,0x10000000); //Object is destroyed if it enters air 
		//ClearThingFlags(leBot,0x20000000); //Object generatoes a splash: Cog Message when entering/leaving water 

		thingFlags=0;				// Rien
		thingFlags=SetThingFlags(leBot,thingFlags); 
		
		
		// on vire tout
		
		AiClearMode(leBot,0x1);		// Ai is moving towards it`s destination 
		AiClearMode(leBot,0x2);		//Ai has a valid target and is trying to attack it 
		AiClearMode(leBot,0x4); 	//Ai is searching for targets or danger 
		AiClearMode(leBot,0x8); 	//Ai is turning to face it`s LookTarget 
		AiClearMode(leBot,0x10); 	//Ai`s current move target is valid 
		AiClearMode(leBot,0x29); 	//Ai`s current fire target is valid 
		AiClearMode(leBot,0x200); 	//Ai is ready (awake and active) 
		AiClearMode(leBot,0x400); 	//Ai has Los (line of sight) to it`s target 
		AiClearMode(leBot,0x800); 	//Ai is fleeing 


		aiModeFlags=0;
		aiModeFlags=aiModeFlags|0x1;		// move
		//aiModeFlags=aiModeFlags|0x200;	// awake & active
		aiModeFlags=AiSetMode(leBot,aiModeFlags);


		
		SetPulse(0.5);	
	}

  	Return;


pulse:
	Print("Je pense donc je suis");
	
	//Force Speed

	AiSetMoveSpeed(leBot,2.0);
	tempVector1=GetThingVel(leBot);
	tempVector2=VectorSet(VectorX(tempVector1),VectorY(tempVector1),0);

	if (VectorLen(tempVector2) < 3.0) 
	{
		AddThingVel(leBot, VectorScale(tempVector2, 2.4));
	}


	call move; 

	Return;


move:
	// envoie d'un message au navigation cog, et va récupérer des trucs dans un trigger
	
	AiSetLookPos(leBot, GetThingPos(0));
	AiSetMoveThing(leBot,0);
			
	Return;


	
end

2002-11-09, 5:42 AM #2
[http://forums.massassi.net/html/confused.gif]

What the hell is that suppose to do?

Few things, combine the flags, change that French into English, and use proper English at that.

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited November 09, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-11-09, 5:44 AM #3
#!/usr/bin/perl??
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2002-11-09, 6:27 AM #4
Did you, like, write a perl script to generate cogs on a lin/unix box? [http://forums.massassi.net/html/confused.gif]
And when the moment is right, I'm gonna fly a kite.

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