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ForumsCog Forum → Key problems!
Key problems!
2003-10-06, 7:05 AM #1
Hi!
The code is for a movie thingy...
Code:
# En dag var Belman ute och hoppade på en brunnlock och räcknade:
# "22, 22, 22, 22, 22..."
# Då kom en polisman till honom och frågade:
# "Hurru, vad håller du på med?"
# "Det är kul!" svarade Belman "Vill du pröva?"
# "Visst!" sa polismannen och började hoppa:
# "22, 22, 22..."
# Då ryckte Belman bort brunnlocket och polismannen föll.
# Belman satte tillbaka locket och fortsatte hoppa:
# "23, 23, 23, 23, 23..."
symbols

message		startup
message		pulse
message		touched

thing		belman		mask=mask=0x405
thing		polisman
thing		brunnlock

thing		narbildcam
thing		hoppcam

keyframe	hoppandebelman
keyframe	hoppandepolisman

keyframe	gaendepolisman
keyframe	pratandepolisman

keyframe	belmandraratsig
keyframe	belmanlaggertillbaka

int		belmanrorelse=-1	local
int		polisrorelse=-1		local

int		nummer=10			local

sound		brakna1_0
sound		brakna1_1
sound		brakna1_2
sound		brakna1_3
sound		brakna1_4
sound		brakna1_5
sound		brakna1_6
sound		brakna1_7
sound		brakna1_8
sound		brakna1_9

sound		brakna10_0
sound		brakna10_1
sound		brakna10_2
sound		brakna10_3
sound		brakna10_4
sound		brakna10_5
sound		brakna10_6
sound		brakna10_7
sound		brakna10_8
sound		brakna10_9


sound		prakna1_0
sound		prakna1_1
sound		prakna1_2
sound		prakna1_3
sound		prakna1_4
sound		prakna1_5
sound		prakna1_6
sound		prakna1_7
sound		prakna1_8
sound		prakna1_9

sound		prakna10_0
sound		prakna10_1
sound		prakna10_2
sound		prakna10_3
sound		prakna10_4
sound		prakna10_5
sound		prakna10_6
sound		prakna10_7
sound		prakna10_8
sound		prakna10_9

sound		praknaf_0
sound		praknaf_1
sound		praknaf_2
sound		praknaf_3
sound		praknaf_4
sound		praknaf_5
sound		praknaf_6
sound		praknaf_7
sound		praknaf_8
sound		praknaf_9

sound		rakna100

sound		p_vadgordu
sound		b_kul
sound		p_visst

sound		plask

int		hoppar=0	local

thing		urvagen
thing		tittahit

thing		tillbelman
thing		ner

end
#
code
startup:
	SetActorFlags(GetLocalPlayerThing(),0x840000);
	SetCurrentCamera(1);
	SetCameraFocus(0,hoppcam);
	SetCameraFocus(1,polisman);
	SetPulse(GetKeyLen(1));
	sleep(1);
	nummer=20+(rand()*80);
	if(nummer>=100) nummer=99;
	thinglight(tittahit,100,2);
	hoppar=1;
	SetCurrentCamera(0);
	sleep(1);
	AISetMoveThing(polisman,tillbelman);
	sleep(1);
	while(IsMoving(polisman))
	{
		print("*");
		sleep(0.1);
	}
	StopThing(polisman);
	AISetMoveThing(polisman,belman);
	AISetLookPos(polisman,GetThingPos(belman));
	sleep(1);
	while(IsMoving(polisman))
	{
		print("*");
		sleep(0.1);
	}
	hoppar=0;
	StopKey(belmanrorelse,1);
	PlaySoundLocal(p_vadgordu,1,0,0xC0);
	print("What are you doing?");
	AISetLookPos(belman,GetThingPos(polisman));
	sleep(GetSoundLen(p_vadgordu));
	StopKey(belmanrorelse,1);
	PlaySoundLocal(b_kul,1,0,0xC0);
	SetCameraFocus(0,narbildcam);
	print("It's fun! Wanna try?");
	sleep(GetSoundLen(b_kul));
	StopKey(belmanrorelse,1);
	PlaySoundLocal(p_visst,1,0,0xC0);
	print("Sure!");
	sleep(GetSoundLen(p_visst));
	AISetLookPos(belman,GetThingPos(urvagen));
	AISetMoveThing(belman,urvagen);
	AISetMoveThing(polisman,brunnlock);
	sleep(1);
	while(IsMoving(polisman))
	{
		print("*");
		sleep(0.1);
	}
	AISetLookPos(belman,GetThingPos(polisman));
	AISetLookPos(polisman,GetThingPos(tittahit));
	sleep(1);
	SetCameraFocus(0,hoppcam);
	hoppar=2;
	sleep(5);
	belmanrorelse=PlayKey(belman,belmandraratsig,1,0x4);
	sleep(0.4);
	TeleportThing(polisman,ner);
	SetCameraFocus(1,belman);
	hoppar=0;
	PlaySoundLocal(praknaf_0[y],1,0,0xC0);
	sleep(3);
	PlaySoundLocal(plask,.25,0,0xC0);
	sleep(1);
	StopKey(belmanrorelse,1);
	belmanrorelse=PlayKey(belman,belmanlaggertillbaka,1,0x4);
	MoveToFrame(brunnlock,0,2);
	sleep(GetKeyLen(belmanlaggertillbaka));
	StopKey(belmanrorelse,1);
	Sleep(0.1);
	AISetMoveThing(belman,brunnlock);
	sleep(1);
	AISetLookPos(belman,GetThingPos(tittahit));
	sleep(1);
	nummer=nummer+1;
	if(nummer<100)
	{
		hoppar=1;
	}
	else
	{
		hoppar=3;
	}
	sleep(5);
	thinglight(tittahit,0,5);
	sleep(5);
	JKEndlevel(1);
return;
pulse:
	x=nummer%10;
	y=(nummer%100)/10;
	StopKey(polisrorelse,0.01);
	StopKey(belmanrorelse,0.01);
	printint(nummer);
	sleep(0.01);
	if(hoppar==1)
	{
		belmanrorelse=PlayKey(belman,hoppandebelman,0,0x4);
		PlaySoundThing(brakna10_0[y],belman,1,-1,10,0xC0);
		sleep(GetSoundLen(brakna1_0[y]));
		PlaySoundThing(brakna1_0[x],belman,1,-1,10,0xC0);
	}
	else if(hoppar==2)
	{
		polismanrorelse=PlayKey(belman,hoppandepolisman,0,0x4);
		PlaySoundThing(prakna10_0[y],belman,1,-1,10,0xC0);
		sleep(GetSoundLen(prakna1_0[y]));
		PlaySoundThing(prakna1_0[x],belman,1,-1,10,0xC0);
	}
	else if(hoppar==3)
	{
		belmanrorelse=PlayKey(belman,hoppandebelman,0,0x4);
		PlaySoundThing(rakna100,belman,1,-1,10,0xC0);
	}
return;
touched:
	If((GetSenderRef()!=belman) && (GetSourceRef()!=polisman)) return;
	StopThing(polisman);
retrun;
end

After a few hops from belman, he stops, and after I can't stop the key or make him move properly... Help!

/Edward
PS.
I'm not done with my other problems. This is a side job.

[This message has been edited by Edward (edited October 06, 2003).]
Edward's Cognative Hazards
2003-10-06, 12:41 PM #2
Hi there [http://forums.massassi.net/html/smile.gif]

Just after a cursory glance, I couldn't help but notice that in your "touched" message (at the end), you have misspelt return [http://forums.massassi.net/html/wink.gif] Easy mistake to make [http://forums.massassi.net/html/smile.gif]

Other than that, at which particular point in the script do things go "belly-up" (wonderful technical description)? Just a suggestion you may try (if you're trying to avoid my "blank-it-out-line-by-line" approach [http://forums.massassi.net/html/wink.gif] ) - check your arrays; in this particular example, your keys; as well as setting up a continuous "pulse" Print() line message, so you can check that your cog is still alive at key points in its execution...?

Hope this helps [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

------------------
Are you feeling lucky, cuz if you are, get your hands off me... ;)

"Life is mostly froth and bubble,
But two things stand in stone,
Kindness in another's trouble,
Courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2003-10-06, 8:59 PM #3
At which particular point?
Well, it starts, belman starts jumping, but his hight decreases at every jump. 4dm, 2dm, 1dm, stop. Then at the StopKey(), he still holds that jumping position but like a statue, and no other keys can play!

/Edward


[This message has been edited by Edward (edited October 07, 2003).]
Edward's Cognative Hazards
2003-10-08, 4:48 AM #4
OK! I've found the problem. I set every jump key for 0x0, and I found a problem in my StopKeys.
Now the only problem left is:
nummer=20+(rand()*80);
When I start the Test bat file, and click on SP, Debug, This Episode, That Level, it always starts with 65. After I restart the level without going out of the game, it is another number. Can anyone tell me why at first it starts at 65?

/Edward
Edward's Cognative Hazards
2003-10-09, 9:54 AM #5
Random numbers aren't really random. They're generated from a table (or something like that). If you move an object, gob the level and test it, does it still turn up 65? (I'm not sure what means jk uses to create random numbers.)

------------------
"The Just shall live by faith." - Galatians 3:11
I am DogSRoOL; Lord of the Onion Rings
The Giant Internet IC Masturbator

[Anoying posts] + 1.
Catloaf, meet mouseloaf.
My music
2003-10-09, 10:40 AM #6
Well, I didn't move anything when I turned it into a GOB, and still same number. BUT! It has been the same number ever since I pressed Test for the first time on this level/movie/whatever.

OK, I've changed the random code a bit.
nummer=rand()*100;
if(nummer>=100) nummer=99;
if(nummer<=20) nummer=20;
And now it no longer says 65 everytime I start for the first time. It says 56.

So... It seems to choose a number acoording to COG... something...

/Edward
------------------
"God never plays dice." - Einstein
Edward's Cognative Hazards
2003-10-10, 2:06 AM #7
You come from Sweden !?

------------------
There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force

-The Jedi Code

[This message has been edited by Dash (edited October 10, 2003).]
There is no emotion; there is peace. There is no ignorance; there is knowledge. There is no passion; there is serenity. There is no death; there is the Force

-The Jedi Code
2003-10-10, 5:05 AM #8
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Dash:
You come from Sweden !?

</font>


JA! A'm Fron Sveden.
Vad har det och göra med min slumpesige problem?
Just help me, OK?
------------------
En dag, var en Engelsk man, en Frans man, och Belman ute på en prommenad. De mötte en tjej, och de gillade henne. Hon sa "Kom med mej", och så gjorde de det. De gick till toppen av en klippa. Så sa tjejen till Engelsk mannen: "Om du älskar mig, så hoppar du över stupet.", och Engelsk mannen hoppade och dog. Så sa tjejen till Frans mannen: "Om du älskar mig, så hoppar du över stupet.", och Frans mannen hoppade och dog. Så sa tjejen till Belman: "Om du älskar mig, så hoppar du över stupet.", och Belman funderade lite, och sen sa: "Damerna först!"
Edward's Cognative Hazards
2003-10-22, 9:58 PM #9
Any more help you can give me?
Edward's Cognative Hazards

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