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ForumsCog Forum → Character KEY Update help...
Character KEY Update help...
2003-05-24, 9:53 AM #1
OK, I know the title makes you think that I should post this somewhere else, but I'm making KEY updates for ALL the characters, and I need a cog that will activate a KEY (in this case, stsurrender.KEY) when you point a powerful gun at an enemy with very low health, and makes him have no weapon, plus a gun appears below him (as if he dropped it)

FULL cog please, I need to use all my time to make the KEY files, I can't piece together cog scraps and get them to work.

Also, I might make an injured.KEY, so when you shoot them they move slower. I have the skill to get that done, but I might post here to ask for help, so please check back occassionally.

------------------
- Laserjolt
Projects:
Tusken Wars (Canceled)
Character KEY Upgrades (In Progress)

Editing Abilities/Skills:
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI: None
SPR: None
TPL: Medium
PAR: None
WAV: High

[This message has been edited by Laserjolt (edited May 24, 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
2003-05-24, 10:48 AM #2
The weapons you consider 'powerful' I may not.

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!
Catloaf, meet mouseloaf.
My music
2003-05-24, 2:38 PM #3
Ahh, a fine question. Here lies the solution. (sorry you have to splice cogs, couldn't be helped).
Code:
# Add this to your things class cog, replace any that is used
int             player                 local
float           surHealth=25           local
float           surDist=.25            local 
keyframe        surKey=surrender.key   local

message         created
message         pulse

# Add this to the code of the cog
Created:
   // Setup
   player = GetLocalPlayerThing();
   SetThingPulse(.05);
   Return;

Pulse:
   // Check health of thing
   If(GetThingHealth(GetSenderRef()) > surHealth) Return;
   // Check distance bewteen player and thing
   If(VectorDist(GetThingPos(player), GetThingPos(GetSenderRef())) < surDist)
   {
      // Check LOS of player
      If(HasLOS(player, GetSenderRef())
      {
         // If not fists, TDs, or seq, surrender
         If(GetCurWeapon(player) != 1 &&
            GetCurWeapon(player) != 4 &&
            GetCurWeapon(player) != 8)
         {
            If(GetActorWeapon(GetSenderRef(), 1) != -1)
            {
               newThing = CreateThing(powerup, GetSenderRef());
               SetLifeleft(newThing, 30.0);
               SetActorWeapon(GetSenderRef(), 1, -1);
               AmputateJoint(GetSenderRef(), 3);
            }
            PlayKey(GetSenderRef(), surKey, 2, 0x0); 
         }
      }
      Else // If outside LOS, RUN!!!
      If(GetActorWeapon(GetSenderRef(), 1) == -1)
      {
         AISetClass(GetSenderRef(), flee_ai);
         AIFlee(GetSenderRef(), player);
      }
   }
   Else // If outside distance, RUN!!!
   If(GetActorWeapon(GetSenderRef(), 1) == -1)
   {
      AISetClass(GetSenderRef(), flee_ai);
      AIFlee(GetSenderRef(), player);
   }
   Return;
Quesions, comments, not working?

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

The Magician Saber System.

[This message has been edited by Descent_pilot (edited May 24, 2003).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-05-25, 10:14 AM #4
PERFECT! By the way, when I said powerful, DogSRoOL, I meant it's damage would kill them easily (like three times the health they have left). Also, something important... where do you put the master.tpl file if you want it to affect the entire game? Plus, my Galactic Civil War Jetpack cog isn't working. It says Jetpack activated once, then won't go off, even when you land.

------------------
- Laserjolt

Code:
Projects:
 Tusken Wars (Canceled)
 Character KEY Upgrades (In Progress)

Editing Abilities/Skills: (In code tags for obvious reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI:  None
SPR: None
TPL: Medium
PAR: None
WAV: High


Skills last updated:
Saturday, May 24, 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
2003-05-25, 11:42 AM #5
I REALLY need to know where to put the master.tpl!

------------------
- Laserjolt

Code:
Projects:
 Tusken Wars (Canceled)
 Character KEY Upgrades (In Progress)

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#:  None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM: None
CMP: Low


Skills last updated:
Sunday, May 25, 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
2003-05-25, 1:43 PM #6
Master.tpl goes in your project directory, but is never used by the engine. Its only used by JED.

------------------
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
2003-06-01, 5:50 PM #7
Then why does it have how much damage your weapons do? I want to change my power on my weapons

------------------
- Laserjolt

Code:
Projects:
 Tusken Wars (Canceled)
 Character KEY Upgrades (In Progress)

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#:  None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM: None
CMP: Low


Skills last updated:
Sunday, May 25, 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
2003-06-01, 8:22 PM #8
What JED does is take the lines (templates) that the level (jkl) uses and c/p them to the template section. So it doesn't effect gameplay at all, period, end of story. static.jkl is good for mods, and the other way, using master, you must use JED, which means, you guessed it, a whole new level. Thats all.

------------------
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

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