Will the multiplayer problems ever cease? Now, I am using this cog...
# Jedi Knight Cog Script
#
# Adjusts Sector extralight on activation of a switch
#
# 11/20/98 Nightmare
# ========================================================================================
symbols
message startup
message activated
sound poweroff=activate04.wav
sound poweron=activate01.wav
surface switch
flex onlight=.75
flex offlight=0
int power local
sector sector00
sector sector01
sector sector02
sector sector03
sector sector04
sector sector05
sector sector06
sector sector07
sector sector08
sector sector09
sector sector10
sector sector11
sector sector12
sector sector13
sector sector14
end
# ========================================================================================
code
startup:
SetWallCel(switch,0); // set the switch to the on position
power=1;
SetSectorLight(sector00, onlight, 0); // set all sector light
SetSectorLight(sector01, onlight, 0); // values to "on"
SetSectorLight(sector02, onlight, 0);
SetSectorLight(sector03, onlight, 0);
SetSectorLight(sector04, onlight, 0);
SetSectorLight(sector05, onlight, 0);
SetSectorLight(sector06, onlight, 0);
SetSectorLight(sector07, onlight, 0);
SetSectorLight(sector08, onlight, 0);
SetSectorLight(sector09, onlight, 0);
SetSectorLight(sector10, onlight, 0);
SetSectorLight(sector11, onlight, 0);
SetSectorLight(sector12, onlight, 0);
SetSectorLight(sector13, onlight, 0);
SetSectorLight(sector14, onlight, 0);
return;
activated:
if(power == 0)
{
SetWallCel(switch,0); // do effects
PlaySoundPos(poweron, SurfaceCenter(switch), 1.0, -1, -1, 0);
SetSectorLight(sector00, onlight, 0); // set all sector light
SetSectorLight(sector01, onlight, 0); // values to "on"
SetSectorLight(sector02, onlight, 0);
SetSectorLight(sector03, onlight, 0);
SetSectorLight(sector04, onlight, 0);
SetSectorLight(sector05, onlight, 0);
SetSectorLight(sector06, onlight, 0);
SetSectorLight(sector07, onlight, 0);
SetSectorLight(sector08, onlight, 0);
SetSectorLight(sector09, onlight, 0);
SetSectorLight(sector10, onlight, 0);
SetSectorLight(sector11, onlight, 0);
SetSectorLight(sector12, onlight, 0);
SetSectorLight(sector13, onlight, 0);
SetSectorLight(sector14, onlight, 0);
power = 1;
return;
}
if(power == 1)
{
SetWallCel(switch,1); // do effects
PlaySoundPos(poweroff, SurfaceCenter(switch), 1.0, -1, -1, 0);
SetSectorLight(sector00, offlight, 0); // set all sector lights to
SetSectorLight(sector01, offlight, 0); // the "off" value
SetSectorLight(sector02, offlight, 0);
SetSectorLight(sector03, offlight, 0);
SetSectorLight(sector04, offlight, 0);
SetSectorLight(sector05, offlight, 0);
SetSectorLight(sector06, offlight, 0);
SetSectorLight(sector07, offlight, 0);
SetSectorLight(sector08, offlight, 0);
SetSectorLight(sector09, offlight, 0);
SetSectorLight(sector10, offlight, 0);
SetSectorLight(sector11, offlight, 0);
SetSectorLight(sector12, offlight, 0);
SetSectorLight(sector13, offlight, 0);
SetSectorLight(sector14, offlight, 0);
power = 0;
return;
}
return;
end
and my problem is that I modified it to support up to 100 sectors (yes, I need them all) and it works just fine for the host. but for some reason, the other player can see spots that are light and some that are dark. when the light is on(not activated) and all is bright.. everything is fine... but when one turns the light off.. the host can see the dark and all, and the other person can see some of it, but its patchy - like it is not being activated in some sectors. I tried linking about 7 of the original cog to one switch after my 100 sector one sucked but they did the EXACT same thing... so my modification isnt the problem. This is the LAST thing in my level. All else is done. Now I just need to get this last forsaken cog fixed and then my beloved level, *Harbor Havoc* will be completed. Lucky_Jackpot, SaberMaster, anyone PLEASE help!
------------------
Bob Dole likes peanut butter. Bob Dole's never been afraid to admit that
DANGIT!!!!!! I meant to type in lightswitch cog prob... sorry.
[This message has been edited by Darth_Bano (edited August 21, 2003).]
# Jedi Knight Cog Script
#
# Adjusts Sector extralight on activation of a switch
#
# 11/20/98 Nightmare
# ========================================================================================
symbols
message startup
message activated
sound poweroff=activate04.wav
sound poweron=activate01.wav
surface switch
flex onlight=.75
flex offlight=0
int power local
sector sector00
sector sector01
sector sector02
sector sector03
sector sector04
sector sector05
sector sector06
sector sector07
sector sector08
sector sector09
sector sector10
sector sector11
sector sector12
sector sector13
sector sector14
end
# ========================================================================================
code
startup:
SetWallCel(switch,0); // set the switch to the on position
power=1;
SetSectorLight(sector00, onlight, 0); // set all sector light
SetSectorLight(sector01, onlight, 0); // values to "on"
SetSectorLight(sector02, onlight, 0);
SetSectorLight(sector03, onlight, 0);
SetSectorLight(sector04, onlight, 0);
SetSectorLight(sector05, onlight, 0);
SetSectorLight(sector06, onlight, 0);
SetSectorLight(sector07, onlight, 0);
SetSectorLight(sector08, onlight, 0);
SetSectorLight(sector09, onlight, 0);
SetSectorLight(sector10, onlight, 0);
SetSectorLight(sector11, onlight, 0);
SetSectorLight(sector12, onlight, 0);
SetSectorLight(sector13, onlight, 0);
SetSectorLight(sector14, onlight, 0);
return;
activated:
if(power == 0)
{
SetWallCel(switch,0); // do effects
PlaySoundPos(poweron, SurfaceCenter(switch), 1.0, -1, -1, 0);
SetSectorLight(sector00, onlight, 0); // set all sector light
SetSectorLight(sector01, onlight, 0); // values to "on"
SetSectorLight(sector02, onlight, 0);
SetSectorLight(sector03, onlight, 0);
SetSectorLight(sector04, onlight, 0);
SetSectorLight(sector05, onlight, 0);
SetSectorLight(sector06, onlight, 0);
SetSectorLight(sector07, onlight, 0);
SetSectorLight(sector08, onlight, 0);
SetSectorLight(sector09, onlight, 0);
SetSectorLight(sector10, onlight, 0);
SetSectorLight(sector11, onlight, 0);
SetSectorLight(sector12, onlight, 0);
SetSectorLight(sector13, onlight, 0);
SetSectorLight(sector14, onlight, 0);
power = 1;
return;
}
if(power == 1)
{
SetWallCel(switch,1); // do effects
PlaySoundPos(poweroff, SurfaceCenter(switch), 1.0, -1, -1, 0);
SetSectorLight(sector00, offlight, 0); // set all sector lights to
SetSectorLight(sector01, offlight, 0); // the "off" value
SetSectorLight(sector02, offlight, 0);
SetSectorLight(sector03, offlight, 0);
SetSectorLight(sector04, offlight, 0);
SetSectorLight(sector05, offlight, 0);
SetSectorLight(sector06, offlight, 0);
SetSectorLight(sector07, offlight, 0);
SetSectorLight(sector08, offlight, 0);
SetSectorLight(sector09, offlight, 0);
SetSectorLight(sector10, offlight, 0);
SetSectorLight(sector11, offlight, 0);
SetSectorLight(sector12, offlight, 0);
SetSectorLight(sector13, offlight, 0);
SetSectorLight(sector14, offlight, 0);
power = 0;
return;
}
return;
end
and my problem is that I modified it to support up to 100 sectors (yes, I need them all) and it works just fine for the host. but for some reason, the other player can see spots that are light and some that are dark. when the light is on(not activated) and all is bright.. everything is fine... but when one turns the light off.. the host can see the dark and all, and the other person can see some of it, but its patchy - like it is not being activated in some sectors. I tried linking about 7 of the original cog to one switch after my 100 sector one sucked but they did the EXACT same thing... so my modification isnt the problem. This is the LAST thing in my level. All else is done. Now I just need to get this last forsaken cog fixed and then my beloved level, *Harbor Havoc* will be completed. Lucky_Jackpot, SaberMaster, anyone PLEASE help!
------------------
Bob Dole likes peanut butter. Bob Dole's never been afraid to admit that
DANGIT!!!!!! I meant to type in lightswitch cog prob... sorry.
[This message has been edited by Darth_Bano (edited August 21, 2003).]