Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsCog Forum → Rotating Walkways
Rotating Walkways
2003-07-26, 10:40 AM #1
I have 2 walkways that i want to circle around and around. I am using the TJC_rotwalk.cog cog. If there is a better cog reply to this. When i go into game, it doesent rotate, i dont know why, maybe you need frames or something. if you jump on it you hear the sound i set it at. how do i made this rotate

Code:
# Jedi Knight Cog Script
#
# TJC_rotwalk.cog
#
# Generic spinning walk cog. the walkway's first frame should have a yaw of 360 to make
# it spin in continus circles.
# lagg can cause the walkway to pause breifly at the end of each turn.
#
# JK version
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols
thing        walkway                                                          
sound        whoosh                                                           
int          dummy                              local                         
flex         time                                desc=speed                             
message      startup                                                          
message      arrived                                                          
end                                                                           

# ========================================================================================

code
arrived:
	StopSound(dummy, 0);
startup:
	dummy = PlaySoundThing(whoosh, walkway,5,5,10,0x81);
	 RotatePivot(walkway, 0, Time);
	return;

# ........................................................................................
end


------------------
Your Owners Clan Leaader,
_yo_wasup_

[This message has been edited by SaberMaster (edited July 28, 2003).]
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-26, 2:49 PM #2
Your template should have angvel=(p/y/r) in it to rotate the object. There is one instance that this has not worked for in the past that I am personally aware of. If it doesn't work, you'll have to use cog.

Also note that I may have forgotten some other part(s) to the template, so if it doesn't work, don't assume automatically that you must use a cog.

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-27, 11:23 AM #3
what do i edit in this cog so it rotates?


------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-27, 4:41 PM #4
OK... if you'd rather use the cog...
Add "return;" on its own line right before the "startup:" line. In your thing attribute editor in Jed, you should add a value called "numframes" and put "1" in the box. Then add a value called "frame" and enter the things position (whatever its x y z coords are) followed by the pitch, yaw, and roll as described in the cog's comment lines. If your walkway were at the center of the level, the frame would look like this:
"(0/0/0:0/360/0)". Other than that, I don't see what could be wrong with the cog.

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-28, 9:16 AM #5
YO, I'd add that the max volume for a sound is 1, not 5.

Quote:
<font face="Verdana, Arial" size="2">
Your template should have angvel=(p/y/r) in it to rotate the object.
</font>

That's for physics movement. He's using path movement so that can't work.

------------------
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, 2:19 PM #6
when i tested with another person, they could see them rotating and i couldn't. but i could for like 3 seconds in the begining. maybe the cog is only designed for single player, but i want it to work for multiplayer. here is the cog:


# Jedi Knight Cog Script
#
# TJC_rotwalk.cog
#
# Generic spinning walk cog. the walkway's first frame should have a yaw of 360 to make it spin in continus circles.
# lagg can cause the walkway to pause breifly at the end of each turn.
#
# JK version
#
# This Cog is Not supported by LucasArts Entertainment Co

symbols
thing walkway
sound whoosh
int dummy local
flex time desc=speed
message startup
message arrived
end

# ========================================================================================

code
arrived:
StopSound(dummy, 0);
startup:
dummy = PlaySoundThing(whoosh, walkway,5,5,10,0x81);
RotatePivot(walkway, 0, Time);
return;

# ........................................................................................
end




------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-28, 3:39 PM #7
As stated earlier, put a return; after StopSound(dummy, 0);

------------------
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-07-29, 11:56 AM #8
Someone told me to put return; above startup:, and when i did thet they circled 3 times then they stopped. so, if putting a return; after StopSound(dummy, 0); will make it so others can see them rotate, i will do it. otherwise there is no problem with them.

------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-29, 3:17 PM #9
Code:
arrived:
StopSound(dummy, 0);
startup:
dummy = PlaySoundThing(whoosh, walkway,5,5,10,0x81);
RotatePivot(walkway, 0, Time);
return;


No return is needed - if you want it to keep rotating. As it is, on startup the cog will start the rotation and play a sound. When the thing 'arrives' at this frame, it stops / starts the sound and tries to rotate it again.

Why stop and then restart the sound if it's going to be playing the whole time?

When you described the problem above, were you the host in the game? Because if you were, and it didn't work, then it's not a multiplayer problem.

------------------
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-29, 3:34 PM #10
Oh, so because the arrived message is above startup then it will just continue into the startup message and loop?
I've never tried anything like that before, I didn't think it was possible without JK giving an error.

------------------
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2003-07-29, 8:49 PM #11
I ALWAYS forget that. [http://forums.massassi.net/html/frown.gif]

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-29, 11:32 PM #12
Sure it's possible. It pays to read tutorials.

------------------
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-30, 6:36 PM #13
When i tested it i WAS the host in the game and the weird thing is, when i came into the game they spun, and then i went into my options and changed my settings back because i just reinstalled, and when i clicked return to game, they were frozen diagonlly, on my computer, and i could jump and walk on them, but the player i was with saw them moving. so... i dunno. i need an expert like you guyes to figure that one out. :-D

------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-07-31, 7:24 AM #14
But when you play normally (without changing settings) it works for both of you?

------------------
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-08-24, 7:41 PM #15
When i am playing with another guy, i go in as host i can see them moving but the joiner cant besides the begining. i found out that when im not host and i join, i can appear in the level and see the walkways move untill i start walking then they stop. its weird. there has to be a cause for this so plz help me out.

------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-08-24, 7:47 PM #16
check out the help my rotation cog wont work in mp topic here in the cog forum.
its about the same problem that it sounds like your having.
i made a cog that may fix the not spinning for anyone that joins problem but it still needs some testing.

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

[This message has been edited by DSLS_DeathSythe (edited August 24, 2003).]
Famous last words - "It seemed like a good idea at the time."

↑ Up to the top!