1. i need a gravity switch, thats not the one from massassi. that one only works for the host. i need a surface (preferably) or thing to be activated and can set the gravity on low, medium, and high. low gravity is slow motion like, medium is default and thats how it should start out when u start the game, and high makes you jump really fast because theres a lot of force pushing u down. if you made 3 individual switches, that would be even better. just make sure that it works for host and others.
2. when i made my forcefield, i used two cogs. i dont know if you need both, or which one you want, so ill give you both of them. i need the forcefield to be turned off when u enter the game if thats possible. in jed, you make the surface hard and stuff, so i dont know if its possible. heres the cogs:
&
if you can tell me if i need one or the other, or both, it would be nice, cause using 2 cogs seems unordinary.
THX!
------------------
Your Owners Clan Leaader,
_yo_wasup_
2. when i made my forcefield, i used two cogs. i dont know if you need both, or which one you want, so ill give you both of them. i need the forcefield to be turned off when u enter the game if thats possible. in jed, you make the surface hard and stuff, so i dont know if its possible. heres the cogs:
Code:
# Jedi Knight Cog Script # # M2_FFieldSwitch.cog # # This script operates a forcefield surface that damages # the player. # It also sets this surface to be nomove and translucent. # # [SC] # # 8/8/97 - YB - Fixed sleep() problem by using timers. # # (C) 1997 LucasArts Entertainment Co. All Rights Reserved # ======================================================================================== symbols message startup message damaged message activated message touched message timer sound poweroff=activate04.wav local sound poweron=activate01.wav local sound hitsurf=ForceFieldHit01.wav local surface switch linkid=1 surface switch1 linkid=1 surface damsurf linkid=3 mask=0x448 surface damsurf2 linkid=3 mask=0x448 flex maxdamage=10.0 flex mindamage=5.0 flex damage=0.0 local flex interval=0.25 local int damaging=1 local int garbage=0 local int garbage2=0 local thing victim local template sparks=+heavysmoke local end # ======================================================================================== code startup: SetWallCel(switch,0); //on ClearAdjoinFlags(damsurf,2); //no move ClearAdjoinFlags(damsurf2,2); SetFaceGeoMode(damsurf,0); //translucent SetFaceGeoMode(damsurf2,0); SetSurfaceFlags(damsurf,16384); //magsealed SetSurfaceFlags(damsurf2,16384); SurfaceLightAnim(damsurf, 0.4, 1.0, 0.5); // animate surface SurfaceLightAnim(damsurf2, 0.4, 1.0, 0.5); return; # ........................................................................................ activated: if ((GetWallCel(switch) == 0) && (GetSenderId() == 1)) { PlaySoundPos(poweroff, SurfaceCenter(switch), 1.0, -1, -1, 0 ); PlaySoundPos(poweroff, SurfaceCenter(switch1), 1.0, -1, -1, 0); SetWallCel(switch,1); SetWallCel(switch1,1); //off SetAdjoinFlags(damsurf,2); //move SetAdjoinFlags(damsurf2,2); } else if ((GetWallCel(switch) == 1) && (GetSenderId() == 1)) { PlaySoundPos(poweron, SurfaceCenter(switch), 1.0, -1, -1, 0 ); PlaySoundPos(poweron, SurfaceCenter(switch1), 1.0, -1, -1, 0); SetWallCel(switch,0); SetWallCel(switch1,0); //on ClearAdjoinFlags(damsurf,2); //no move ClearAdjoinFlags(damsurf2,2); } return; # ........................................................................................ touched: if ((GetSenderID() == 3) && (damaging == 1)) { PlaySoundPos(hitsurf, SurfaceCenter(damsurf), 1.0, -1, -1, 0 ); victim = GetSourceRef(); damage = (Rand()*(maxdamage - mindamage))+mindamage; DamageThing(victim,damage,0x2,victim); if(!IsMulti()) CreateThing(sparks, GetSourceRef()); damaging=0; SetTimerEx(interval, 1, 0, 0); } else return; # ........................................................................................ damaged: victim = GetThingParent(GetSourceRef()); if((GetParam(1) == 1) && (GetThingType(victim) == 10)) { damage = (Rand()*(maxdamage - mindamage))+mindamage; DamageThing(victim, damage, 0x1, victim); if(!IsMulti()) CreateThing(sparks, GetSourceRef()); PlaySoundPos(hitsurf, SurfaceCenter(damsurf), 1.0, -1, -1, 0 ); SetFaceGeoMode(damsurf,3); SetFaceGeoMode(damsurf2,3); KillTimerEx(2); SetTimerEx(0.5, 2, 0, 0); } else { PlaySoundPos(hitsurf, SurfaceCenter(damsurf), 1.0, -1, -1, 0 ); SetFaceGeoMode(damsurf,3); SetFaceGeoMode(damsurf2,3); KillTimerEx(2); SetTimerEx(0.5, 2, 0, 0); } return; # ........................................................................................ timer: if(GetSenderId() == 1) { damaging=1; } if(GetSenderId() == 2) { SetFaceGeoMode(damsurf,0); SetFaceGeoMode(damsurf2,0); } return; end
&
Code:
# ForceFieldSwitch # Jedi Knight Cog Script # # 10_FFieldSwitch.cog # # this script activates a forcefield that damages a player on touch. # also sets this surface to be nomove and translucent. # Shooting or activating switch will turn it off. # Adapted from Steve's level 18 script # # [DB] # # (C) 1997 LucasArts Entertainment Co. All Rights Reserved symbols message startup message damaged message activated message touched message timer surface switch linkid=1 mask=0x448 surface damsurf mask=0x448 surface damsurf2 mask=0x448 flex maxdamage=10.0 flex mindamage=5.0 flex damage=0.0 local sound powerup=ForceFieldOn01.wav local sound powerdown=ForceFieldOff01.wav local sound wav0=ForceFieldHum01.wav local sound wav1=ForceFieldHit01.wav local int garbage=0 local thing victim local end code startup: SetWallCel(switch,0); //on ClearAdjoinFlags(damsurf,10); //no move ClearAdjoinFlags(damsurf2,10); SetFaceGeoMode(damsurf,0); //translucent SetFaceGeoMode(damsurf2,0); SetSurfaceFlags(damsurf,16384); //magsealed SetSurfaceFlags(damsurf2,16384); PlaySoundPos(wav0, GetSurfaceCenter(damsurf), 1.0, 1, 10, 0x1); return; activated: if (GetSenderID() != 1) return; if (GetWallCel(switch) == 0) { SetWallCel(switch,1); //off PlaySoundLocal(powerdown, 1, 0, 0); SetAdjoinFlags(damsurf,10); //move SetAdjoinFlags(damsurf2,10); } else if (GetWallCel(switch) == 1) { SetWallCel(switch,0); //on PlaySoundLocal(powerup, 1, 0, 0); ClearAdjoinFlags(damsurf,10); //no move ClearAdjoinFlags(damsurf2,10); } return; touched: if ((GetSenderRef() == damsurf) || (GetSenderRef() == damsurf2)) { victim = GetSourceRef(); damage = (Rand()*(maxdamage - mindamage))+mindamage; garbage = DamageThing(victim, damage, 0x4, victim); PlaySoundPos(wav1, GetSurfaceCenter(damsurf), 0.5, 1, 10, 0); call fieldflash; } Return; damaged: if (GetSenderID() == 1) { call activated; } else { call fieldflash; } return; timer: SetFaceGeoMode(damsurf,0); SetFaceGeoMode(damsurf2,0); Return; fieldflash: SetFaceGeoMode(damsurf,4); SetFaceGeoMode(damsurf2,4); KillTimerEx(1); SetTimerEx(0.5, 1, 0, 0); return; end
if you can tell me if i need one or the other, or both, it would be nice, cause using 2 cogs seems unordinary.
THX!
------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
http://www.TeamYo.org