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ForumsCog Forum → Dunno which flag to use
Dunno which flag to use
2003-12-11, 12:31 PM #1
Okay, I got the idea of making a door system in JK where pressing a switch sends a trigger, triggering another cog causing it to send a trigger, that trigger opening the door. Such a system has 3 cogs therefor:

cog 1. The switch activation sending the first trigger

cog 2. This cog consists only of a trigger message, receiving the trigger from cog 1 and sending out another trigger.

cog 3. The door opening with the trigger of cog 2.

Why did I do this, you ask. The idea I got was this: cog 2 can easily have its trigger values modified without causing checksum. So, for my level I made 'fake' triggers in cog 2, and externally I changed their values to the correct triggers and placed them in my cog folder. This system worked perfectly as, when testing on my own as host, my cogs replaced those in the level and the doors only opened because of them.

So, what's the problem? The issue is that, when not the host, I'm having a nightmare getting my trigger cogs used instead of those used by host. I would concider this to be a cog flag issue, but I've tried changing the flags to many different values but to no success.

Anyone have an idea what cog flags I would use or a method I could use to let the client's cog take presidence?
2003-12-12, 5:26 AM #2
wtfomg.... This makes no sense. You want to pass checksum on your own cogs for DOORS?!?

*explodes*

Plz explain. I can't fathom how this would help network performance or anything.....

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-Blessed Be-
A solid challenge will bring forth your finest abilities.
DBZ: The Destruction is Real
-Hell Raiser
2003-12-12, 6:11 AM #3
Haha, okay, there's one thing I've left out... my intentions to having a system like this.

Ever since I made liquidville, I've always tried to make a secure area that only members could access... but hiding several buttons (as I did in the liquidjedi temple) proved totally useless.

So... I though, by making a puzzle with a fake piece and replacing that piece with the right piece (ie. the correct cog used externally), this security system could be pretty cool.

Hope you understand what I'm trying to do now...
2003-12-12, 11:04 AM #4
I probably intepreted this wrong, but it sounds like a player who is a "member" is the only one you want to be able to use the feature you're talking about. If so, you can probably do this with only two cogs.
Before I can even begin to help out furthet, please tell how you are indicating which players are "members" (i.e. by player model, by inventory count, etc)

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Darth Slaw posted here.
Jedi Knight: DF2
One Must Fall - 2097
May the mass times acceleration be with you.
2003-12-13, 1:22 PM #5
... or, here's an idea... who cares?
Seriously. Why do you need to hide a certain area? Why not place some fake adjoin way up high. Or have a hidden button on the wall that starts a timer, that makes another hidden button activatable that opens a door to a room for only 15 seconds that has a button hidden somewhere inside that when pressed makes the first button (if pressed within 10 seconds) teleport you to the secret room.

In other words: Stupid idea, just distribute one level to your members, the other to Massassi.

JediKirby

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