Well, I tried modifying the JK cog "00_doubledoor.cog" so that it will play the particular sound file I fancy for it when it opens ("door01.wav" to be precise).
Well, just take a look at the cog and I'm sure you experts will have no problem at seeing where I went wrong! Thanks, and please excuse the newbie-ishness of this, the only text language I really know much about is HTML...![http://forums.massassi.net/html/redface.gif [http://forums.massassi.net/html/redface.gif]](http://forums.massassi.net/html/redface.gif)
[This message has been edited by SaberMaster (edited August 13, 2003).]
Well, just take a look at the cog and I'm sure you experts will have no problem at seeing where I went wrong! Thanks, and please excuse the newbie-ishness of this, the only text language I really know much about is HTML...
![http://forums.massassi.net/html/redface.gif [http://forums.massassi.net/html/redface.gif]](http://forums.massassi.net/html/redface.gif)
Code:
# Jedi Knight Cog Script # Door Script # # # [SXC] # # (C) 1997 LucasArts Entertainment Co. All Rights Reserved symbols message startup message activate message arrived message blocked thing door0 linkid=0 thing door1 linkid=1 flex movespeed=8.0 flex sleeptime=2.0 flex lightvalue=0.5 sector doorsector local int numdoors local int doorstatus local int movestatus local sector doorsector2 local sound wav0=doo01.wav local[/i] end ## Code Section code # ................................................................................................. startup: if (door0 >= 0) numdoors = numdoors + 1; if (door1 >= 0) numdoors = numdoors + 1; doorsector = getthingsector(door0); doorsector2 = getthingsector(door1); sectoradjoins(doorsector, 0); sectoradjoins(doorsector2, 0); sectorlight(doorsector, lightvalue, 0.0); // add some light to door sector sectorlight(doorsector2, lightvalue, 0.0); return; # ................................................................................................. activate: call checkstatus; if (movestatus) return; if (doorstatus == 0) { // all pieces are at frame 0 sectoradjoins(doorsector, 1); sectoradjoins(doorsector2, 1); call open_doors; } return; # ................................................................................................. arrived: call checkstatus; if (movestatus) return; if (doorstatus == numdoors) { // all pieces are at frame 1 sleep(sleeptime); call close_doors; } else if (doorstatus == 0) { // all pieces are at frame 0 sectoradjoins(doorsector, 0); sectoradjoins(doorsector2, 0); } return; # ................................................................................................. blocked: call open_doors; return; # ................................................................................................. open_doors: movetoframe(door0, 1, movespeed); if (door1 >= 0) movetoframe(door1, 1, movespeed); return; # ................................................................................................. close_doors: movetoframe(door0, 0, movespeed); if (door1 >= 0) movetoframe(door1, 0, movespeed); return; # ................................................................................................. checkstatus: movestatus = ismoving(door0); if (door1 >= 0) movestatus = movestatus + ismoving(door1); doorstatus = getcurframe(door0); if (door1 >= 0) doorstatus = doorstatus + getcurframe(door1); return; end
[This message has been edited by SaberMaster (edited August 13, 2003).]