Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsCog Forum → HELP WITH BIN #'S!!!
HELP WITH BIN #'S!!!
2003-04-28, 1:34 PM #1
When I use the ChangeInv command, it doesn't give me anything. I think I messed up on what the BIN is... isn't it the thing's object number? And also, when you finish the level, I have this for the code:

Code:
symbols
message activated

thing door

sound goalsnd=Accomplish1.wav 

end

## Code Section

code

//-------------------------------------------------------------------------------------------------

activated: 
if(GetSenderRef() == door)
{
PlaySoundThing(goalsnd, player, 1.0, -1, -1, 0);
jkEndLevel();
return;
}
end


BUT... the level finishes before it has a chance to play the sound.

Also, I can't get a weapon replacement to work... I have a .gob with the Bryar 3DO replacements in it, but I can't add it to my level...

------------------
- Laserjolt
Projects:
Tusken Wars (in progress)


[Use code tags. Or else...]

[This message has been edited by GBK (edited April 28, 2003).]
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-04-28, 2:03 PM #2
ChangeInv() is only noticable when you do something with GetInv() and things like that.

Right before JKEndLevel(); add sleep(1); the 1 is the flex delay.

Create a folder under the project directory named 3do and add the model there.

PS use code tags and for demo purposes, the typing up there is how you typed. Fast, unconnected, and hard to understand.

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

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-04-28, 4:45 PM #3
Also its a good idea to read the rules. It will stop you from getting into trouble to start with.

(No posts in all caps) My first topic was closed cause it was in all caps and mikec didnt like that [http://forums.massassi.net/html/wink.gif] )

------------------
Team Battle.
Team Battle.
2003-04-28, 5:03 PM #4
Code:
symbols
message activated
thing door
sound goalsnd=Accomplish1.wav
end
code
activated:
if(GetSenderRef() != door) Stop;
PlaySoundThing(goalsnd, player, 1.0, -1, -1, 0);
Sleep(Getsoundlen(goalsnd) + 0.5);
jkEndLevel(1);
return; 
end


That should do the trick...

------------------
Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.
2003-04-28, 5:05 PM #5
Oh, and, no posting topics in ALL CAPS.

------------------
Createthingatpos(GBK, 0, '0 0 0', '0 0 0');
And when the moment is right, I'm gonna fly a kite.

↑ Up to the top!