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ForumsCog Forum → 3do scale change
3do scale change
2002-12-21, 9:59 PM #1
Is it possible to change the size of a 3do each time you create a new one so that each new one is progressively bigger/smaller?

Also, minor problem, why won't my debris template correctly use a cog it's supposed to? (specifically 00_smoketrail.cog) i've tried setting the thingflags and such, but i can't seem to get it to work.
Warhead[97]
2002-12-22, 1:56 AM #2
No way to scale an object in cog. Youll have to create larger/small variations of the object, and swap out the model.


As for the cog, make sure its set in the template right, "cog=00_smoketrail.cog".
And when the moment is right, I'm gonna fly a kite.
2002-12-22, 1:58 AM #3
Agh, that's gonna take quite a few seperate 3dos. I might have to think of another way.

and here's my template as of right now:

_debris none thingflags=0x20000400 cog=00_smoketrail.cog orient=(0.000000/0.000000/0.000000) type=weapon collide=1 move=physics timer=1.00000 airdrag=2.000000 mass=100.000000 physflags=0x4021 vel=(0.000000/3.500000/0.000000) angvel=(0.000000/0.000000/0.000000) explode=+debris_exp damage=0.000000 damageclass=0x1 typeflags=0x0

some of it may be a bit messy because I have been trying to make it work for a while now.
Warhead[97]
2002-12-22, 6:52 AM #4
Try moving the cog= argument to the end of the sequence. Order matters sometimes. If nothing happens, list the cog in the jkl's class cog section.

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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)
2002-12-22, 7:21 AM #5
Code:
_debris none thingflags=0x20000400 orient=(0/0/0) type=weapon collide=1 move=physics timer=1 airdrag=2 mass=100 physflags=0x4021 vel=(0/3/0) angvel=(0/0/0) explode=+debris_exp damage=0 damageclass=0x1 typeflags=0x0 cog=00_smoketrail.cog 



Just a note; when your dealing with float values, you do NOT need to add those trailing zeroes. They serve absolutely no purpose whatsoever.
And when the moment is right, I'm gonna fly a kite.
2002-12-22, 8:42 AM #6
Yeah, I figured that, but I usually just add 6 zeros after 'cuz that's what they did and i'm obsessive compulsive.

zagibu: That didn't work. Should I be listing it in the cogs section in a special way? This is what I have, that could be the problem.

Section: cogscripts

World scripts 50
0: 00_smoketrail.cog
end
Warhead[97]
2002-12-22, 10:44 AM #7
I have just copied the template GBK posted into my own static.jkl and it worked without listing the cog. I renamed it to mydebris:
Code:
mydebris none thingflags=0x20000400 orient=(0/0/0) type=weapon collide=1 move=physics timer=1 airdrag=2 mass=100 physflags=0x4021 vel=(0/3/0) angvel=(0/0/0) explode=+debris_exp damage=0 damageclass=0x1 typeflags=0x0 cog=00_smoketrail.cog



------------------
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-12-22, 4:46 PM #8
What did you use to reference it? I know the problem isn't the cog, it's still working for the raildet, and I know it can't be the template, because i can see that the gravity/bounce is working on the debris, but it refuses to call the cog. I also copied the raildet template without changing anything, and suddenly the cog stopped working for it, too. When I took it back out, it worked again. I tried using GBK's template to replace debris, it didn't work, i used yours and told my explosion template to use that debris, it didn't work....I think I'm going to have to kill myself.
Warhead[97]
2002-12-22, 11:01 PM #9
This is my explosion template:
Code:
+rocket_exp		_explosionn		thingflags=0x1 light=0.2 timer=0.5 soundclass=exp_raildet.snd typeflags=0x17 damage=120 blasttime=0.35 force=300 maxlight=0.8 range=0.6 cog=class_rocketexp.cog debris=mydebris

Raise the number in "Cog placement" and "Cog scripts"...I got both on 1000.

[edited below]
BTW: You should also test your stuff in different levels. I once got a level that made standard LEC stuff quit it's service...

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

[This message has been edited by zagibu (edited December 23, 2002).]
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-12-23, 7:30 AM #10
*sigh* It still didn't work. I tried setting it all up as a completely seperate template, first time it jsut reverted back to default, and when I did it again it worked, but still no trails. I tried using jsut the debris, with NOTHING else in the static.jkl, and it still did not work. I don't think my problem is with my templates. Especially since when I paste in original coglinked templates, their cogs stop working, too.
Warhead[97]
2002-12-23, 8:47 AM #11
Compile your project and send it to me, and I'll see what I can do.

------------------
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-12-23, 10:24 AM #12
In case you are going to read that before my e-mail: The problem was that your "cog placement" section was after your template section, but it has to be in front...

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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)

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