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ForumsCog Forum → I will not give up
I will not give up
2003-02-05, 9:42 AM #1
Ok thats it, im not giving up but i will restart.

How can you make a vehicle cog WITHOUT changing the player model. It crashes when i use player model. And how do i attach an eweb to it.

MP MOTS
Ive moved over to JK2
2003-02-06, 3:55 PM #2
the eweb doesnt crash how do i do it that way.
Ive moved over to JK2
2003-02-07, 11:20 AM #3
i kNOW iTS bEEN dONE bEFORE


someone helpme plz
Ive moved over to JK2
2003-02-07, 1:31 PM #4
Perhaps you could set the player to invisible (i completely forgot the code for this) and make the player fire a projectile at a certain pulse and set the eweb's direction to the projectile's lookvec. obviously make a new eweb model with a player inside.
2003-02-07, 1:45 PM #5
Code:
# Jedi Knight Cog Script
#
# Filename.COG
#
# Description
# 
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

message      activated                                                        
message       startup                                                          
thing        ghost                                                       
thing        player                             local                         
thing        vehicle                           linkid=1                      
thing        eweber                                                      

end                                                                           

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

code
Startup:
 Player = GetLocalPlayerThing();
return;
Activate:
 If(GetSenderID() == 1){
 setthingpos(player,GetThingPos(ghost));
   AttachThingToThing(vehicle, player);
   AttachThingToThing(ewber, vehicle);
   AttachThingToThing(ghost, vehicle);
   setthingflags(player, 0x10);
}
return;
  


# ........................................................................................

end


doesnt work MOTS MP
Ive moved over to JK2
2003-02-07, 6:56 PM #6
Is it possible that you can outline exactly what you want this whole drivable vehicle code to do?
Team Battle.
2003-02-08, 2:50 AM #7
Code:
# Jedi Knight Cog Script
#
# Filename.COG
#
# Description
# 
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

message      activated                                                        
message       startup                                                          
thing        ghost                                                       
thing        player                             local                         
thing        vehicle                           linkid=1                      
thing        eweber                                                      

end                                                                           

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

code
Startup:
 Player = GetLocalPlayerThing();
return;
Activated:
 If(GetSenderID() == 1){
 setthingpos(player,GetThingPos(ghost));
   AttachThingToThing(vehicle, player);
   AttachThingToThing(ewber, vehicle);
   AttachThingToThing(ghost, vehicle);
   setthingflags(player, 0x10);
}
return;
  


# ........................................................................................

end



you activate the vehicile and it attaches to you.
makes you invisable so it doesnt look like your walking the vehicle
Ive moved over to JK2
2003-02-08, 3:02 AM #8
Code:
# Jedi Knight Cog Script
#
# Filename.COG
#
# Description
# 
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols

message      activated                                                        
message       startup                                                          
thing        ghost                                                       
thing        player                             local                         
thing        vehicle                           linkid=1                      
thing        eweber                                                      

end                                                                           

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

code
Startup:
 Player = GetLocalPlayerThing();
return;
Activated:
 If(GetSenderID() == 1){
 setthingpos(player,GetThingPos(ghost));
   AttachThingToThing(vehicle, player);
   AttachThingToThing(eweber, vehicle);
   AttachThingToThing(ghost, vehicle);
   setthingflags(player, 0x10);
}
return;
  


# ........................................................................................

end



update
spelling correctoin

I activate the vehicle and the vehicle only moves a little bit then it crashes.
Ive moved over to JK2
2003-02-08, 8:22 AM #9
Umm it worked but thiers to many bugs, im switching over to thrust.

i need an example.
Ive moved over to JK2
2003-02-08, 8:54 AM #10
you want an example. Here is my thread on a flying cog, You can use pieces from it (or the whole thing if you give me credit) if you want. Oh, and DO NOT POST IN MY THREAD UNLESS YOU REALLY MUST!!! I do not want to be called a thread hi-jacker. So this is just an example that LHarm asked for.

http://forums.massassi.net/html/Forum4/HTML/003554.html

[edit] For the template you will want it to be "move=physics airdrag=.5 surfdrag=.5 physflags=0x2" You can change the drags to whatever you want. [/edit]

[This message has been edited by SG-fan (edited February 08, 2003).]
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-08, 9:25 AM #11
setthingthrust(vehicle, 0/1/0);

would that work.

and if i attached my self to the vehicle
and stoped the player using StopThing would it turn with my head. And would thrust go in my directoin.
Ive moved over to JK2
2003-02-08, 9:54 AM #12
If I read that right, that's how I did it in my cog. Except I had the shuttle turn instead of the player. Oh and my cog is not perfect. It still has many bugs in it.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-08, 12:30 PM #13
will the vehicle turn with the player?
I wish i was at home so i could test it.
Just a couple more hours
Ive moved over to JK2
2003-02-08, 2:34 PM #14
actually it is a little better then that. The player turns with the vehicle. The motion is controlled by the vehicle and the player is just attached to it. Oh and be warned, the vehicle will not hold passengers. yet... As for the e-web, I haven't gotten that far. As a matter of fact, what you are doing is exactly what I am trying to do, just with a ship instead of a land vehicle.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-09, 3:23 AM #15
How do you put a vetor in a cog.
I have a simple cog that would give my other vehicle thrust.

but it does not

I have
setthingthust(vehicle, me);
how shuold i enter it in the cog window in jed


(0,1,0)
(0/ 1/ 0)
What should i do.
Ive moved over to JK2
2003-02-09, 3:46 AM #16
it is entered (0/1/0) for foward, and (0/-1/0) for backward. Also make sure the template for the ship/vehicle is set to what I posted earlier.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-09, 3:17 PM #17
how do i make the vehicle turn
Ive moved over to JK2
2003-02-10, 4:49 PM #18
Are you asking about my cog (if so then just left and right) if not then take a look at this part of my cog
Code:
if (GetParam(0) == 5.0)                  // left and right keys.
   {
      if(canpointnow)
      {
         canpointnow = 0;
         vec0 = GetThingLVecPYR(cam);             // get the look pitch/yaw/roll.
         temp = VectorY(vec0) + (GetParam(2) / 100);  // change the direction left or right.
         if(temp > 360) temp = temp - 360;            // Let me turn in circles forever.
         if(temp < 0) temp = temp + 360;                // Let me turn the other way.
         vec0 = VectorSet(VectorX(vec0), temp, VectorZ(vec0));             // Create the final vector.
         SetThingLookPYR(cam, vec0);           // Set the ship to look in the direction.
         SetThingLookPYR(player, vec0);             // Set the player to look in the direction.
         SetThingLookPYR(console0, vec0);             // Set the console to look in the direction.
         canpointnow = 1;
         ReturnEx(0.0);
      }
   }


This is located under the playeraction message. It may help to see the rest of the cog, so just go to the other thread. Just don't post there. I'm letting it die.

[This message has been edited by SG-fan (edited February 10, 2003).]

[This message has been edited by SG-fan (edited February 10, 2003).]
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-10, 10:03 PM #19
May I just ask why you have this line:

SetThingLookPYR(player, vec0);

[http://forums.massassi.net/html/confused.gif]
Team Battle.
2003-02-11, 3:56 PM #20
Will it matter if I got rid of CANPOINTNOW
Ive moved over to JK2
2003-02-11, 4:35 PM #21
Hellcat:
SetThingLookPYR(player, vec0); is used to make it so the player does not always look in the same direction, but turns with the ship. Sainly to simulate artifitial gravity.

LHarm:
Well as much as I hate to admit it, I did not completely make the cog. I took an old camera cog and made it into a flying cog. I changed most of it, except some of the camera parts, CANPOINTNOW included. You can try to get rid of it, see what it does.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-12, 2:53 PM #22
How much will I have to add to the sybols sectoin.
Ive moved over to JK2
2003-02-12, 3:42 PM #23
what do you mean? I'm not sure I understand but are you asking about adding more variables?
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-02-12, 3:49 PM #24
I was just looking at the cog you posted earlier, and this will fix the crashing error, but it will not fix the lookvectors.

change this line
Code:
   setthingflags(player, 0x10);

to this
Code:
   setthingflags(player, 0x8);

The 0x2 parameter is an unstable parameter and is probably what crashed your game. Just an FYI.

Oh and if you can, download datamaster, it really helps with cogs. It also says some unstable values like the one I pointed out.

[This message has been edited by SG-fan (edited February 12, 2003).]
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"

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