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ForumsCog Forum → 1.Gravity Switch 2. forcefield off when u enter game.
1.Gravity Switch 2. forcefield off when u enter game.
2003-11-28, 4:48 PM #1
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:

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
2003-11-29, 7:16 AM #2
I'll tell you what you need for your gravity.
To start off, normal gravity is 4. So you can guess what would be slow motion... 1. For a quick jump, lets have like... 16. To crush someone on jump, try a billion!

To set a gravity, try SetGravity(flex_gravity);
To make it work for all and not just the host, try removing the flags=0x240 at the top of your COG.
Have none? Then try a trigger. I'm no expert at triggers so you'll have to ask around. Have you got it? No? I'll see if I can cook up a COG here:
Code:
# Changing Gravity between 1, 4 and 16.
#
# By Edward
symbols

message    startup
message    activated

surface    low
surface    medium
surface    high

end
#
code
startup:
        SetGravity(4);
        SetWallCel(low,0);
        SetWallCel(medium,1);
        SetWallCel(high,0);
        // Mkae sure we are at medium
return;
activated:
        If(GetSenderRef()==low)
        {
          SetGravity(1);
          SetWallCel(low,1);
          SetWallCel(medium,0);
          SetWallCel(high,0);
	    jkStringClear();
	    jkStringConcatAsciiString("Gravity has been turned to low (1/4)");
	    jkStringOutput(-3, -1);
	    jkStringClear();
        }
        else If(GetSenderRef()==medium)
        {
          SetGravity(4);
          SetWallCel(low,0);
          SetWallCel(medium,1);
          SetWallCel(high,0);
          jkStringClear();
	    jkStringConcatAsciiString("Gravity has been turned to medium (4/4)");
	    jkStringOutput(-3, -1);
	    jkStringClear();
        }
        else If(GetSenderRef()==high)
        {
          SetGravity(16);
          SetWallCel(low,0);
          SetWallCel(medium,0);
          SetWallCel(high,1);
          jkStringClear();
	    jkStringConcatAsciiString("Gravity has been turned to high (8/4)");
	    jkStringOutput(-3, -1);
	    jkStringClear();
        }
return;
end

Now, this is an Untested COG. Any problems, I'll see where it is. If I can't find, anyone please, help out! Feel free to change the gravity numbers in any way!
About your forcefield... I'm sorry, but I can't help...
Edward's Cognative Hazards
2003-11-29, 4:31 PM #3
your gravity switch is aweomse, except it only works for host. try to find out why and post the edited cog again please.

thx.

------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-11-29, 5:24 PM #4
Try this cog for your forcefield. It hasn't been tested (as i don't have a level made already to implement it in), but it should work, provided I set everything right. Also, you shouldn't need to use both cogs for your ff, just one.

Code:
# Slaw_ff_switch.cog
#
# This script operates a forcefield surface that damages
# the player.
# It also sets this surface to be nomove and transparent.
#
# Modified to initialize to an off state by Darth Slaw
#
#==============================================================#
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=0                    local

thing     victim                        local

template  sparks=+heavysmoke            local

end
#==============================================================#
code
#------------------------------------------------------
startup:
	SetWallCel(switch, 1);	//off
	SetWallCel(switch1, 1);
	SetAdjoinFlags(damsurf, 2);	//move
	SetAdjoinFlags(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);
	}

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


Hope this works. [http://forums.massassi.net/html/smile.gif]
------------------
We are Slaw of Borg.
You will be assimilated.
Resistance is futile.
-Darth Slaw, Dark Lord of the Borg

[This message has been edited by Darth Slaw (edited November 29, 2003).]
May the mass times acceleration be with you.
2003-11-30, 1:25 PM #5
Hi there [http://forums.massassi.net/html/smile.gif]

One tested (working, complete, buggy-free etc etc... [http://forums.massassi.net/html/wink.gif]) force-field cog script, that I wrote a while back:

http://forums.massassi.net/html/Forum4/HTML/003864.html

Wow - it was a while back now, come to think about it... *much ferreting through Massassi archives* [http://forums.massassi.net/html/wink.gif]

And Darth Slaw is right - only one cog is needed for the force-field; what you had in your first post were two marginally different force-field scripts that cater for differing styles/effects.

Strange about the gravity one though... sorry I can't think of a solution off the top of my head, but I can hear my pillow calling... *Zzzz*

Hope the force-field cog helps - I'll try and have a look at the gravity ASAP [http://forums.massassi.net/html/smile.gif]

-Jackpot

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

Initiator of the "Bring Back Jan Ors" Campaign!

"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 ||
2003-12-01, 3:54 AM #6
OK, I've changed some stuff, but still untested.
Code:
# Changing Gravity between 1, 4 and 16.
#
# By Edward
flags=0x240
symbols

message    startup
message    activated
message    trigger

surface    low
surface    medium
surface    high

end
#
code
startup:
        SetGravity(4);
        SetWallCel(low,0);
        SetWallCel(medium,1);
        SetWallCel(high,0);
        // Mkae sure we are at medium
return;
activated:
        If(GetSenderRef()==low)
        {
	  SendTrigger(-1, 4001, 0, 0, 0, 0);
        }
        else If(GetSenderRef()==medium)
        {
	  SendTrigger(-1, 4002, 0, 0, 0, 0);
        }
        else If(GetSenderRef()==high)
	{
	  SendTrigger(-1, 4003, 0, 0, 0, 0);
        }
return;
trigger:
	if(GetSourceRef()==4001)
	{
		SetGravity(1); //LowGrav
		SetWallCel(low,1);
		SetWallCel(medium,0);
		SetWallCel(high,0);
		jkStringClear();
		jkStringConcatAsciiString("Gravity has been turned to low (1/4)");
		jkStringOutput(-3, -1);
		jkStringClear();
	}
	else if(GetSourceRef()==4002)
	{
          SetGravity(4); //MediumGrav
          SetWallCel(low,0);
          SetWallCel(medium,1);
          SetWallCel(high,0);
          jkStringClear();
          jkStringConcatAsciiString("Gravity has been turned to medium (4/4)");
          jkStringOutput(-3, -1);
          jkStringClear();
	}
	else if(GetSourceRef()==4003)
        {
          SetGravity(16); //HighGrav
          SetWallCel(low,0);
          SetWallCel(medium,0);
          SetWallCel(high,1);
          jkStringClear();
          jkStringConcatAsciiString("Gravity has been turned to high (8/4)");
          jkStringOutput(-3, -1);
          jkStringClear();
	}
return;
end


/Edward
Edward's Cognative Hazards
2003-12-01, 10:12 AM #7
I think I may have made an error in my ff cog. In the symbols list, damaging may need to be set back to 1 like it was (I think I misinterpreted it, so I'll look into that for you and fix it if needed) [http://forums.massassi.net/html/biggrin.gif]
-----------------------------------------
[edit]
Ok, I fixed the ff (it did need to be 1) and even tweaked it up so it's more advanced. Here it is (and it's been tested!)
Code:
# Jedi Knight Cog Script
#
# Slaw_ff_switch.cog
#
# This script operates a forcefield surface that damages
# the player.
# It also sets this surface to be nomove and transparent.
# Modifications made by Darth Slaw:
#  - Initializes to an off state
#  - Can choose (de)activation sounds in Jed now
#  - (De)Activation sounds are played at the switches and forcefield surfaces,
#     and can be changed in Jed's COG Window
#  - Forcefield now hums
#
#==============================================================#
symbols

message      startup                                                          
message      damaged                                                          
message      activated                                                        
message      touched                                                          
message      timer                                                            

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                                                    

sound        poweron=forcefieldon01.wav                                       
sound        poweroff=forcefieldoff01.wav                                     
sound        switchon=activate01.wav                                          
sound        switchoff=activate02.wav                                         
sound        hitsurf=ForceFieldHit01.wav        local                         
sound        ffhum=forcefieldhum01.wav          local                         

flex         damage=0.0                         local                         
flex         interval=0.25                      local                         

int          damaging=1                         local                         
int          humloop                            local                         

thing        victim                             local                         

template     sparks=+heavysmoke                 local                         

end                                                                           
#==============================================================#
code
#------------------------------------------------------
startup:
	SetWallCel(switch, 1);                    //off
	SetWallCel(switch1, 1);
	SetAdjoinFlags(damsurf, 2);               //move
	SetAdjoinFlags(damsurf2, 2);
	SetFaceGeoMode(damsurf, 0);               //transparent
	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(switchoff, SurfaceCenter(switch), 1.0, -1, -1, 0);
		PlaySoundPos(switchoff, SurfaceCenter(switch1), 1.0, -1, -1, 0);
		PlaySoundPos(poweroff, SurfaceCenter(damsurf), 1.0, -1, -1, 0);
 		StopSound(humloop, 1.0);
		SetWallCel(switch, 1);
		SetWallCel(switch1, 1);           //off
		SetAdjoinFlags(damsurf, 2);       //move
		SetAdjoinFlags(damsurf2, 2);
		SetFaceGeoMode(damsurf, 0);       //transparent
		SetFaceGeoMode(damsurf2, 0);
	}
	else if((GetWallCel(switch) == 1) && (GetSenderID() == 1))
	{
		PlaySoundPos(switchon, SurfaceCenter(switch), 1.0, -1, -1, 0);
		PlaySoundPos(switchon, SurfaceCenter(switch1), 1.0, -1, -1, 0);
		PlaySoundPos(poweron, SurfaceCenter(damsurf), 1.0, -1, -1, 0);
		SetWallCel(switch, 0);
		SetWallCel(switch1, 0);           //on
		ClearAdjoinFlags(damsurf, 2);     //no move
		ClearAdjoinFlags(damsurf2, 2);
		SetFaceGeoMode(damsurf, 3);       //translucent
		SetFaceGeoMode(damsurf2, 3);
		humloop = PlaySoundPos(ffhum, SurfaceCenter(damsurf), 1.0, -1, -1, 0x1);
	}

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);
	}

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);
		KillTimerEx(2);
		SetTimerEx(0.5, 2, 0, 0);
	}
	else
	{
		PlaySoundPos(hitsurf, SurfaceCenter(damsurf), 1.0, -1, -1, 0);
		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

If you need special modifications to it, I'd be more than happy to help [http://forums.massassi.net/html/biggrin.gif]
Also, I should mention that this cog assumes that your ff surfaces are textured with solid color mats (i.e. '00red.mat', '00yellow.mat'). If you must use a mat that is not a solid color, you need to edit the cog so that all the
"SetFaceGeoMode(damsurf, 3);"
and
"SetFaceGeoMode(damsurf2, 3);"
lines say
"SetFaceGeoMode(damsurf, 4);"
and
"SetFaceGeoMode(damsurf2, 4);"
respectively.

------------------
We are Slaw of Borg.
You will be assimilated.
Resistance is futile.
-Darth Slaw, Dark Lord of the Borg

[This message has been edited by Darth Slaw (edited December 01, 2003).]
May the mass times acceleration be with you.
2003-12-02, 11:44 AM #8
If it is a custom solid texture do i still have to do that?

------------------
Your Owners Clan Leaader,
_yo_wasup_
-=__/¯¯l¤¥Ø¤l¯¯\__\/\/ª≤uÞ_=-
http://www.TeamYo.org
2003-12-02, 11:58 AM #9
No, not as long as it's a solid tex. If it doesn't work, well, Tell me what happened and I'll try to figure it out.

------------------
We are Slaw of Borg.
You will be assimilated.
Resistance is futile.
-Darth Slaw, Dark Lord of the Borg

[This message has been edited by Darth Slaw (edited December 02, 2003).]
May the mass times acceleration be with you.

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