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ForumsCog Forum → Jetpack Help
Jetpack Help
2003-06-30, 11:07 AM #1
Hey, could someone build me a jetpack cog. I cannot make one myself. Any help would be appreciated.

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I AM THE ENIGMA
2003-06-30, 5:53 PM #2
Enigma, there aren't too many people who'll write a cog like that for you, but just about anyone who assists on this forum will try to help you with a cog that you've started.

So download a few mods with Jetpacks and find the one that works best. Then either write a cog that works the same way, or ask the author if you can copy some of his code.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-01, 10:00 AM #3
I will help! But I won't create it completely... I'll give you bits and peices:

1. Create a powerup, looking like a Jetpack or a can of fuel.
2. Set a key that will turn the Jetpack on and off.
3. When on, you shall have a set of codes. SetPulse(?.??); SetPhysicsFlags(player,0x2000);
pulse: CreateThingatPos(jetflames,GetThingSector(player),VectorSet(VectorX(GetThingPos(player)),(VectorY(GetThingPos(player))),(VectorZ(GetThingPos(player)))),'0 0 0');
4. When off, new code. SetPulse(0.00); ClearPhysicsFlags(player,0x2000);
5. A "fuel" counter. Each time it is on, it takes up fuel.

/Edward
Edward's Cognative Hazards
2003-07-01, 10:33 AM #4
You should be aware that 0x2000 physics flags don't actually make the thing fly. It keeps any falling animations and/or flags from playing/being set. I'm working on a jetpack myself, but I decided to leave all gravity flags set to give a more realistic effect. Just remember: when you apply force to the player (or actor) use DetachThing(thing) to detach it from a floor-flagged surface, or nothing will happen (except a wierd jump animation without an actual jump).

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"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
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Catloaf, meet mouseloaf.
My music
2003-07-01, 11:32 PM #5
OK, only 0x2000 probebly won't do the trick... What about this?
SetPhysicsFlags(player, 0x2000);
ClearPhysicsFlags(player, 0x1);
and off
SetPhysicsFlags(player, 0x1);
ClearPhysicsFlags(player, 0x2000);
This shouls be correct! I got it off a flying sector COG.

/Edward
Edward's Cognative Hazards

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