I've been trying to get a COG to work so that, should the player injure a civilian, police units around the area would react and attack and the player. The coding is rudimentary, yes, but here it is:
Now, the police (pol1, pol2, etc.) are set to neutral toward the player at the beginning of the game. However, should I damage it or the civilians, the police actor just shrugs it off as nothing unusual. It's almost as though the game refuses to recognize the damaged: section of my COG.
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"Six hundred and forty fish later, the only thing I know is everything you love will die. The first time you meet that someone special, you can count of them one day being dead and in the ground."
Jack Chick preaches it
NMGOH
Code:
# Jedi Knight Cog Script # # filename.cog # # Description # # # This Cog is Not supported by LucasArts Entertainment Co symbols message startup message damaged thing civ1 linkid=1 thing civ2 linkid=1 thing civ3 linkid=1 thing civ4 linkid=1 thing civ5 linkid=1 thing civ6 linkid=1 thing civ7 linkid=1 thing civ8 linkid=1 thing civ9 linkid=1 thing civ10 linkid=1 thing civ11 linkid=1 thing civ12 linkid=1 thing civ13 linkid=1 thing civ14 linkid=1 thing civ15 linkid=1 thing civ16 linkid=1 thing civ17 linkid=1 thing civ18 linkid=1 thing civ19 linkid=1 thing civ20 linkid=1 thing civ21 linkid=1 thing civ22 linkid=1 thing civ23 linkid=1 thing civ24 linkid=1 thing civ25 linkid=1 thing civ26 linkid=1 thing civ27 linkid=1 thing civ28 linkid=1 thing civ29 linkid=1 thing civ30 linkid=1 thing pol1 linkid=1 thing pol2 linkid=1 thing pol3 linkid=1 thing pol4 linkid=1 thing pol5 linkid=1 thing pol6 linkid=1 thing pol7 linkid=1 thing pol8 linkid=1 thing pol9 linkid=1 thing pol10 linkid=1 thing pol11 linkid=1 thing pol12 linkid=1 thing pol13 linkid=1 thing pol14 linkid=1 thing pol15 linkid=1 int dam=0 local end # ======================================================================================== code startup: AiSetMode(pol1, 0x2000); AiSetMode(pol2, 0x2000); AiSetMode(pol3, 0x2000); AiSetMode(pol4, 0x2000); AiSetMode(pol5, 0x2000); AiSetMode(pol6, 0x2000); AiSetMode(pol7, 0x2000); AiSetMode(pol8, 0x2000); AiSetMode(pol9, 0x2000); AiSetMode(pol10, 0x2000); AiSetMode(pol11, 0x2000); AiSetMode(pol12, 0x2000); AiSetMode(pol13, 0x2000); AiSetMode(pol14, 0x2000); AiSetMode(pol15, 0x2000); return; damaged: if ((GetSenderId()==1) && (dam==0)) { dam=1; AiClearMode(pol1, 0x2000); AiClearMode(pol2, 0x2000); AiClearMode(pol3, 0x2000); AiClearMode(pol4, 0x2000); AiClearMode(pol5, 0x2000); AiClearMode(pol6, 0x2000); AiClearMode(pol7, 0x2000); AiClearMode(pol8, 0x2000); AiClearMode(pol9, 0x2000); AiClearMode(pol10, 0x2000); AiClearMode(pol11, 0x2000); AiClearMode(pol12, 0x2000); AiClearMode(pol13, 0x2000); AiClearMode(pol14, 0x2000); AiClearMode(pol15, 0x2000); SetActorFlags(pol1, 0x200); SetActorFlags(pol2, 0x200); SetActorFlags(pol3, 0x200); SetActorFlags(pol4, 0x200); SetActorFlags(pol5, 0x200); SetActorFlags(pol6, 0x200); SetActorFlags(pol7, 0x200); SetActorFlags(pol8, 0x200); SetActorFlags(pol9, 0x200); SetActorFlags(pol10, 0x200); SetActorFlags(pol11, 0x200); SetActorFlags(pol12, 0x200); SetActorFlags(pol13, 0x200); SetActorFlags(pol14, 0x200); SetActorFlags(pol15, 0x200); } return; # ........................................................................................ end
Now, the police (pol1, pol2, etc.) are set to neutral toward the player at the beginning of the game. However, should I damage it or the civilians, the police actor just shrugs it off as nothing unusual. It's almost as though the game refuses to recognize the damaged: section of my COG.
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"Six hundred and forty fish later, the only thing I know is everything you love will die. The first time you meet that someone special, you can count of them one day being dead and in the ground."
Jack Chick preaches it
NMGOH
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken