I need some help. I had just finished a new MP level and was quite relieved to finally have it finished, only to find much to my dismay that when I tried to play it with friends one of the cogs I used didn’t work right. My level contains these two rotating catwalks that need to rotate in opposite directions of each other to make it difficult to reach the conc rifle. I used the tjc_rot.cog available here on Massassi, and on the host computer it works perfectly. But for my friends joining my game the two catwalks just freeze at odd angles. I’ve spent several hours going nuts trying to find some way to fix it. Nothing I’ve tried
works. I tried entering this into the template of my catwalks:
type=cog move=physics physflags=0x200 maxrotvel=200 angvel=(0/180/0)
has suggested in an earlier thread by someone, and it works except that when Kyle is standing on it he doesn’t ride it quite right, it sort of rotates underneath him. I also tried to use a 2 frame elevator cog, but that didn’t work quite right either. I don’t know much about cogs, but I feel fairly certain that I have set up this tjc_rot cog the way its supposed to be and that I’ve set up the frames for the catwalks the way they need to be for this cog. It works fine on the host computer, but not on any of my friend’s computers when they join. I really need one of you cogging geniuses to help me. I consider these two catwalks to be an important part of my level. If anyone out there could modify this cog to make it work or write me another one I would be eternally grateful. I’m not a great editor and I can accept that, all I want is for my level to work. Please help me before I pull all of my hair out. Here’s the cog I was trying to use.
# 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
Woah, sorry this was so long, its just that I’ve gotten frantic. Thanks.
works. I tried entering this into the template of my catwalks:
type=cog move=physics physflags=0x200 maxrotvel=200 angvel=(0/180/0)
has suggested in an earlier thread by someone, and it works except that when Kyle is standing on it he doesn’t ride it quite right, it sort of rotates underneath him. I also tried to use a 2 frame elevator cog, but that didn’t work quite right either. I don’t know much about cogs, but I feel fairly certain that I have set up this tjc_rot cog the way its supposed to be and that I’ve set up the frames for the catwalks the way they need to be for this cog. It works fine on the host computer, but not on any of my friend’s computers when they join. I really need one of you cogging geniuses to help me. I consider these two catwalks to be an important part of my level. If anyone out there could modify this cog to make it work or write me another one I would be eternally grateful. I’m not a great editor and I can accept that, all I want is for my level to work. Please help me before I pull all of my hair out. Here’s the cog I was trying to use.
# 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
Woah, sorry this was so long, its just that I’ve gotten frantic. Thanks.