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ForumsCog Forum → Bouncing Jumpads cog for 3do.
Bouncing Jumpads cog for 3do.
2003-07-25, 12:48 PM #1
Like in the level Morpheus. they have jump pads. I have the cog for a surface and a sector, but what would work best for a Jumpad, would be a 3do. if there is a way you can make or direct me to a cog that allows that, it would be good.

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Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-25, 4:33 PM #2
It's not hard you just need to change the trigger from entering a sector to entering a 3do (JK handles being ontop of a 3do as entering it as far as cog is concerned).

Frankly, this needs to be posted in the cog forum. I'm moving it there.

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Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
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Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
2003-07-27, 10:24 AM #3
Could someone make that cog for me and send it to yoclanleader@hotmail.com ?

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Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-28, 9:21 AM #4
Code:
# JEDI KNIGHT COG SCRIPT
# [GuNbOy]
# Bounce pads
#
# Extra note: the force variable needs to be set at 
# about 500 for any effect.
#
flags=0x240
symbols
message entered
thing player local
sound boing
flex xvec=1
flex yvec=1
flex zvec=1
flex force=500
surface bouncepad linkid=1
end
code
entered:
if(GetSenderID()==1) {
player = GetSourceRef();
DetachThing(player);
PlaySoundThing(boing, player, 1, -1, -1, 0x40);
ApplyForce(player, VectorScale(VectorNorm(VectorSet(xvec, yvec, zvec)), force)); }
return;
end


Already on Massassi if you'd looked.

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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.
2003-07-28, 2:21 PM #5
thats a surface im not stupid. im asking for a 3do bouncer not a surface bouncer. and its not on massassi.

------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-28, 2:30 PM #6
Change 'surface bouncepad' to 'thing bouncepad.' What did MikeC just say?

Yeah, I know I should have explained it, but that was pretty obvious.

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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.
2003-07-28, 2:33 PM #7
heres one that can use either a surface or a thing as the bounce pad.
Code:
#===========================
# bounce_pad.COG
# Written By DSLS_DeathSythe
#===========================
flags=0x240
symbols
#---------------------------
message     startup
message     entered

thing       player=-1      local

surface     bounce_surf
thing       bounce_thng

thing       target_thng=-1

flex        x_cord=0.0
flex        y_cord=0.0
flex        z_cord=0.0

vector      bounce_vec     local
vector      target_vec     local

flex        bounce_force=5.0
sound       bounce_snd=-1
#---------------------------
end
#===========================
code
#---------------------------
startup:
	if(target_thng > -1)
		{
		target_vec = GetThingPos(target_thng);
		return;
		}
	target_vec = VectorSet(x_cord, y_cord, z_cord);
return;
#---------------------------
entered:
	player = GetSourceRef();
	bounce_vec = VectorScale(VectorNorm(VectorSub(target_vec, GetThingPos(player))), bounce_force);
	DetachThing(player);
	SetThingVel(player, bounce_vec);
	PlaySoundLocal(bounce_snd, 1.0, 0.0, 0x0);
return;
#===========================
end

works about the same as the other one but it uses SetThingVel instead of ApplyForce.
you can either input the cordinates to direct the bounce or use a ghost to direct the bounce.
dont put the bounce_force up too high or it will splut you into the ceiling and kill you.
hope it will work for you.

[edit: dang im too slow, oh well.]

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Famous last words - "It seemed like a good idea at the time."

[This message has been edited by DSLS_DeathSythe (edited July 28, 2003).]
Famous last words - "It seemed like a good idea at the time."
2003-07-29, 3:45 PM #8
Excuse me for butting in. Which jump pad is better? Are there any advantages to either? And can a jump pad be made through the template so that anywhere a certain thing is created it will act like a jump pad?

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2003-07-29, 4:35 PM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Gelatinous_Drool:
Excuse me for butting in. Which jump pad is better? Are there any advantages to either? And can a jump pad be made through the template so that anywhere a certain thing is created it will act like a jump pad?

</font>


Would have to say DeathSythe's is better because it allows the user to enter a thing to jump at.

And yes, just change all the variables in Gunboy's cog to local, and add 'cog=class_bouncpad.cog' or whatever you decide to name the cog. And you might add the 0x400 thingflag to your bouncepad - but if you don't, JK will. [http://forums.massassi.net/html/wink.gif]

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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.

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