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ForumsCog Forum → Cog won't work!
Cog won't work!
2003-09-25, 11:24 AM #1
Hi!
A COG of mine won't work in SP. What's wrong?
Code:
# Taunting!
#
# By Edward
symbols

message		activated

model		player0=ky.3do		local
model		player1=kyh4.3do	local
model		player2=kya9.3do	local
model		player3=kya10.3do	local
model		player4=kya11.3do	local
model		player5=kya12.3do	local
model		player6=kym13.3do	local
model		player7=kyi14.3do	local
model		player8=kya15.3do	local
model		player9=kya16.3do	local
model		player10=kya17.3do	local
model		player11=kya18.3do	local
model		player12=kya19.3do	local
model		player13=kyu0.3do	local
model		player14=kyx0.3do	local
model		player15=kyug.3do	local
model		player16=kyed.3do	local
model		player17=kyrb.3do	local
model		player18=kyrl.3do	local
model		player19=kygm.3do	local
model		player20=kycys.3do	local
model		player21=kydh.3do	local
model		player22=kydv.3do	local
model		player23=kysb.3do	local

sound		taunt0=i00ky111.wav	local
sound		taunt1=fett.wav		local
sound		taunt2=i00sa07z.wav	local
sound		taunt3=look2.wav	local
sound		taunt4=i00ic16z.wav	local
sound		taunt5=i00o105z.wav	local
sound		taunt6=i00s111z.wav	local
sound		taunt7=bossk-1.wav	local
sound		taunt8=00tuskenhowl01.wav	local
sound		taunt9=ptcldroidtalk01.wav	local
sound		taunt10=i00gr08z.wav	local
sound		taunt11=i00yu01z.wav	local
sound		taunt12=i00je05z.wav	local
sound		taunt13=i00ky111.wav	local
sound		taunt14=i00ky111.wav	local
sound		taunt15=ugnauttalk01.wav	local
sound		taunt16=Edwards		local
sound		taunt17=reeyee02.wav	local
sound		taunt18=reeyee03.wav	local
sound		taunt19=00gamorgibberish01.wav	local
sound		taunt20=30pro007.wav	local
sound		taunt21=gooddumb.wav	local
sound		taunt22=lakfaith.wav	local
sound		taunt23=SpaceBall	local

keyframe	dance0=kyfpull0.key	local
int		dk=-1			local
int		i=0			local
int		z			local

end
#
code
activated:
	if(i!=0) return;
	i=1;
	for(z=0; z<24; z=z+1)
	{
		If(GetThingModel(GetLocalPlayerThing())==player0[z])
		{
			PlaySoundThing(taunt0[z],GetLocalPlayerThing(),1,-1,1,0xC0);
			dk=PlayKey(GetLocalPlayerThing(),dance0,1,0x4);
			sleep(GetKeyLen(dk));
			StopKey(GetLocalPlayerThing(),dk,1);
		}
	}
	i=0;
return;
end

My guess is too many symbols...

/Edward
Edward's Cognative Hazards
2003-09-25, 11:30 AM #2
Two of your sound files dont have extensions.


Also, IIRC, your limited to 16 models defined incog.... [http://forums.massassi.net/html/confused.gif]

------------------
Back in Black...
And when the moment is right, I'm gonna fly a kite.
2003-09-25, 2:13 PM #3
I thought it was like 29, as dumb of a number that sounds, I remember reading the comments in the Glowsaber code, and they could only make it so smooth because they hit some limit. Maybe they meanted 29 models for the lightsaber because they had 3 more for other models, making the limit 32?

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-09-25, 4:59 PM #4
32 sounds more like it. I havent dealt with raw models very often, so Im not too sure.

------------------
Back in Black...
And when the moment is right, I'm gonna fly a kite.
2003-09-26, 2:13 AM #5
Well, it works in MP but not in SP.
(JK)
/Edward
Edward's Cognative Hazards
2003-09-27, 8:51 AM #6
I think MP supports far more models than SP, for obvious reasons.

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!
America is a giant horn-dog.
The Giant Internet IC Masturbator

[Anoying posts] + 1.
Catloaf, meet mouseloaf.
My music
2003-09-27, 9:28 AM #7
So, how do I make this COG 'invisable' in SP?
Edward's Cognative Hazards
2003-09-28, 7:53 AM #8
You might try upping the model count in the static.jkl, and if that doesn't work try defining them. I doubt it will help, but it's worth trying.

You can't really make it invisible, but you can stop if from working with an IsMulti() check. I would just let it work in SP.

------------------
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.

[This message has been edited by SaberMaster (edited September 28, 2003).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-09-28, 11:03 AM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by SaberMaster:
You might try upping the model count in the static.jkl, and if that doesn't work try defining them. I doubt it will help, but it's worth trying.

You can't really make it invisible, but you can stop if from working with an IsMulti() check. I would just let it work in SP.

</font>


Humma... IsMulti??? I think the game crashes the moment it registers over so many models (or symbols). And to change a bit in static.jkl. Yes, I'm coming to that... I'm awaiting help from another part of the forum for how to implement templates to the static.jkl, so I don't dare try anything else yet.

/Edward
Edward's Cognative Hazards
2003-09-30, 5:58 AM #10
Maybe check out some of the cog flags. Right above symbols, you can have flag=0x??? (Check Datamaster for flags). I'm not sure if there's anything useful for that because I've rarely used it. (Might actually be flags=0x??? (with an 's')).

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!
America is a giant horn-dog.
The Giant Internet IC Masturbator

[Anoying posts] + 1.
Catloaf, meet mouseloaf.
My music
2003-09-30, 6:52 AM #11
Nothing there seemed to give me a choice of work in MP, not work in SP.

/Edward
Edward's Cognative Hazards

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