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ForumsCog Forum → How does JK know what node to set the saber at?
How does JK know what node to set the saber at?
2003-08-07, 4:33 AM #1
I'm trying some things with lightsabers/lightstaffs, and looking at the weap_saber.cog from the Lightstaff 2 for JK mod in the user0 message it just says jkSetFlags(player, 0x10); which I know means that the creature has 2 sabers, but how does JK know what node in the Hierarchy to assign the saber to? Even jkEnableSaber() doesn't assign the saber to a specific node, is it a certain flag or something else?

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Look for my current project, The Force in Your Soul.
Last week I cudn't evn spel grajuat, but now I is one.

*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "S-TROOPER WUZ 'ERE!!!"

[This message has been edited by Stormtrooper (edited August 07, 2003).]
2003-08-07, 4:34 AM #2
Sorry if that's a little hard to understand, I'm kinda tired from only getting 2 hours of sleep last night.

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Look for my current project, The Force in Your Soul.
Last week I cudn't evn spel grajuat, but now I is one.

*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "S-TROOPER WUZ 'ERE!!!"
2003-08-07, 7:42 AM #3
It's defined in the pup.

If you go to the bottom of ky.pup, there's a list of joints and crud.

I don't know for the life of me how they work, only that changing those can dramatically affect the movements of your player.

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Brutally honest since 1998
2003-08-07, 8:25 AM #4
Dang, I never even thought of looking at the pup, I just thought that it would be a cog thing... Thanks.

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Look for my current project, The Force in Your Soul.
Last week I cudn't evn spel grajuat, but now I is one.

*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "S-TROOPER WUZ 'ERE!!!"

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