Okey - i try to change that cog to work with ATR and with sector that it entering after run. Problem is similar : This wont work :|
also, I need to add 2 or 3 fighters that will folow and attack ATR (perhaps demaged should have more then 1 run), so someone (GBK ) can help?
About Err check : when player active panel on board of ATR he see new post (sky) but, few moment late (after pulse) game broke...
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Code:
# ATR fly # # 2/2002 stand of GBK's mouse vision cog . EH_AceCSF Symbols Message Startup Message Activated Message Pulse Message Damaged Thing Panel Thing Player Local Thing ATR linkid=0 Thing Cam Local Thing Ally0 Thing Ally1 Thing Ally2 Thing Ally3 Thing Ally4 Thing Ally5 Thing Newpost0 Thing Newpost1 Thing Newpost2 Thing Newpost3 Thing Newpost4 Thing Newpost5 Thing Newpost6 Int StopFall=1 local #Move in slow controlled fashion? Int Fly=0 local #Fly? sector endsec Flex Ac=4 Template shot thing gh local End Code Startup: Player = JKgetlocalplayer(); Capturething(ATR); Stop; Activated: Playsoundpos(Beep, Surfacecenter(Switch), 1, 0, 10, 0); Cam = Createthingatpos(shot, Getthingsector(ATR), Vectoradd(Getthingpos(ATR), '0 0 0.0001'), '0 0 0'); Attachthingtothingex(Cam, ATR, 0x8); Setcamerafocus(0, Cam); Setcamerafocus(1, Cam); Setactorflags(Player, 0x40000); Setpulse(0.01); Stop; Pulse: If(Getdebugmodeflags() == 0x400) Setpulse(0.0005); Else Setpulse(0.01); If(!Getcurrentcamera()) Setthingcurgeomode(ATR, 0); Else Setthingcurgeomode(ATR, 4); Gh = Fireprojectile(Player, shot, -1, -1, '0 0 0', '0 0 0', 0, 0, 0, 0); If(Gh == -1) { Print("Lookvector ghost creation failure."); Stop; } Setthinglook(ATR, Vectorset(Vectorx(Getthinglvec(Gh)), Vectory(Getthinglvec(Gh)), 0)); Setthinglook(Cam, Getthinglvec(Gh)); Destroything(Gh); Gh = -1; If(Isthingcrouching(Player) == 1) { If(!Fly) Setthingvel(ATR, Vectorscale(Vectorset(Vectorx(Getthinglvec(ATR)), Vectory(Getthinglvec(ATR)), 0), Ac)); Else Setthingvel(ATR, Vectorscale(Getthinglvec(Cam), Ac)); } Else If(StopFall) Stopthing(ATR); If (GetThingSector(ATR) == endsec); { TeleportThing(Player, Newpost0); TeleportThing(Ally0,Newpost1); TeleportThing(Ally1,Newpost2); TeleportThing(Ally2,Newpost3); TeleportThing(Ally3,Newpost4); TeleportThing(Ally4,Newpost5); TeleportThing(Ally5,Newpost6); Destroything(ATR); Setpulse(0); Setcamerafocus(0, Player); Setcamerafocus(1, Player); Destroything(Cam); Clearactorflags(Player, 0x40000); } Stop; Damaged: if ((GetSenderID() == 0) Setpulse(0); JKendlevel(0); Stop; End
also, I need to add 2 or 3 fighters that will folow and attack ATR (perhaps demaged should have more then 1 run), so someone (GBK ) can help?
About Err check : when player active panel on board of ATR he see new post (sky) but, few moment late (after pulse) game broke...
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