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ForumsCog Forum → Lightning cog
Lightning cog
2003-03-02, 10:18 PM #1
Can anyone explain how to use the 03_lightning.cog for JK? I'm trying to make a toxic lake like the one on Sulon only I can't quite figure out how to make it work.

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I'm a scientist - I'm allowed to be a nerd!
I'm a scientist - I'm allowed to be a nerd!

"Will he finish what he begins?" - Yoda
2003-03-03, 4:21 AM #2
OK! It works like this:

For the ghost0-5(thing) that is where the lightning is going to emit from. pulserate(flex) is how offen the lightning is going to come. The adjoin0(surface) is like the activate surface. Once crossed the lightning will turn on! And finally the wav0(sound), the sound that comes when ever there's a spark.

Now another thing you will have to do so that it will work. Press the Edit button so that the COG is stored in your episode. You see, all COGs that are in the GOBs JK1.GOB, JK1CTF.GOB, JK1MP.GOB are not, how shall I say it, General. Any COGs name you have will first be searched for in RES2.GOB. If no existing file is found then it looks in your GOB file. If no there, then smeg it!
I'm not sure if that was a good expaination to why you have to have a copy of the COG in your episode so I hope someone else can help me out here!

/Edward
Edward's Cognative Hazards

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