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ForumsCog Forum → Test Land.
Test Land.
2004-02-21, 7:22 AM #1
Hi!
Tell me, how do I test if an AI has landed?

I have this JK in-game cutscene where the hero uses the force to lift him up. Here's how I do it:
Code:
	Print("emperor: HA! You're weak!");
	sleep(GetSoundLen(emperor_weak)/2);
	StopKey(emperor,emperork,0.1);
	emperork=PlayKey(emperor,fall,1,0x0);
	SetSectorThrust(emperorthrown,'0 0 1',5);
	DetachThing(emperor);
	SetThingVel(emperor,'0 0 1');
	sleep(3);
	StopKey(ug,ugk,1);
	SetSectorThrust(emperorthrown,'0 0 1',0.3);
	PlaySoundLocal(emperor_aaaarg,1,0,0x0);
	twink=0;
	SetPulse(0);
	While(IsThingMoving(emperor))
	{
		sleep(0.1);
	}
	StopKey(emperor,emperork,0.1);
	SetSectorThrust(emperorthrown,'0 0 1',0);
	PlaySoundLocal(emperor_oof,1,0,0x0);
	emperork=PlayKey(emperor,hitground,1,0x4);
	sleep(GetKeyLen(hitground)+1);

I use SectorThrust to lift the emporer. Now what should I use instead of IsThingMoving to test that the emporer has landed?

/Edward
Edward's Cognative Hazards
2004-02-21, 11:51 AM #2
if(GetThingAttachFlags(emperor) & 1)
I suppose put this in a pulse message and set the pulse after the emperor has been lifted. It checks to see if the emperor is attached to a surface.

------------------
I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team

[This message has been edited by Darth Slaw (edited February 21, 2004).]
May the mass times acceleration be with you.
2004-02-22, 4:00 AM #3
Thanks!!! That helped! Bye!
Edward's Cognative Hazards

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