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ForumsCog Forum → wrong template
wrong template
2002-11-06, 10:39 PM #1
I created my first cog but it doesn't work. When I activate 3do my player convert into some template but not that template I indicated(for example I write: temp(template) walkplayer, but it always converts in battery, bakta, or some kind of weapon's bolts ). Can somebody help me? Here is my cog:

Code:
symbols

message	activate	

thing       clothes             desc=clothes

thing       player
    
template       temp     

int	      inuse=0		  local

end

# ========================================================================================

code
	
# ........................................................................................

activate:
	if(inuse == 1) Return;  
     	inuse = 1;
      player = GetSourceRef();

      SetThingModel(player, temp);
      sleep(1);
      inuse = 0;
	return;
end


[edit: Just added the code tags.... [http://forums.massassi.net/html/wink.gif] [/edit]

[This message has been edited by GBK (edited November 07, 2002).]
2002-11-07, 1:42 AM #2
And by the way what editor\programm can I use to edit BM files?
2002-11-07, 3:23 AM #3
Doesn't anyone know to use code tags! grrr... Your problem, SetThingModel(player, temp), instead of temp being a template, make it a model. To edit BMs, use BMut, should be at Massassi.

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

The Magician Saber System.

[This message has been edited by Descent_pilot (edited November 07, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-11-07, 8:43 AM #4
My model's size is very big so I want to create a template instead of model. And about BM files: I didn't find good Bmut but I found JKPaint. Thanks anywhere.

[This message has been edited by Starkvad (edited November 07, 2002).]
2002-11-07, 10:10 AM #5
The point DP was trying to make is, 'Setthingmodel()' works with MODELS, not templates. You cant change the player's template ingame, but you can change his model. Just change the "Temp" variable in your cog to a Model, and in JED, point it to the new model file, and it should work.

------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

GBK oNline. Cogs, tuts, and total w00tage.
And when the moment is right, I'm gonna fly a kite.
2002-11-08, 10:56 AM #6
Use ParseArg to avoid clipping problems and to change his animation set (change the puppet file).

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-11-09, 7:12 AM #7
Ok...

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