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ForumsCog Forum → Please and Thankyou
Please and Thankyou
2004-03-20, 2:58 PM #1
Hi guys, I was hoping somebody(s) here could do a big favor for me. I am just about to release my first ever relased level for JK.
I've been messing around with Jed for a while now, and I finally had the willpower to finish one of my gazillion attempted levels.It's quite small, but look pretty good and (with the help of a few cogs) should hopefully be fairly decent. If you help me out, bless your soul (especially you Lucky_Jackpot 'cause your just about one of the nicest and most helpful guys I've ever met on Massassi - I remember you for the smileys, if nothing else! [http://forums.massassi.net/html/smile.gif]

Anyway I would appreciate 3 cogs (you may have to split them up into more, I don't know the first thing about cogging). Here they are:

1)Simple. I would just like a cog that triggers two doors open in conjunction with one another by cause of one of either two available pressure plates (one for each side of the duel doors).

2)An elevator type cog. Here it goes from start to finish: you walk up to the same kind of doors as in Cog #1. Like cog #1, these duel doors are triggered by a pressure plate (only one this time). The doors open instantaneously, and then the player walks through them onto the elevator. The doors closee automatically after two seconds (I think that should be ample time on a small, fast paced DM level). The instant the doors close, the elevator (by the way it's pretty big, much bigger than Kyle and medium speed I'd estimate so a sound that concurs would be appreciated - I don't want some insanely fast "whoosh noise" like most of those lighning fast 2x2s) moves up to frame 2.
As soon as it stops moving, the smae type of doors open, only on level two. They also close after two seconds (giving the player ample time to exit) and then the elevator moves back down to frame 1. If there are any other variables you would like me to clarify, please mention them.

3)This sounds kind of complicated, but hopefully won't be too hard to implement. It may require a few cogs. You might suggest I use the cog used in the level after you defeat yun (where the Tie bomber swoops over and mombs you) but I wanted something a bit more custom. Here it goes: Every minute (the timer begins after startup) a Tie bomber is generated at Point A (this area is not acessible to the player) and moves to point B at a speed that would look resonable for a Tie Bomber (fairly slow) and at that point deposits bombs (the template, I can't think of the name I would like to be like the blue type bombs in the said level after Yun). Instead of strafing run kind of line, I would like a payload sort of cluster which covers an area the size of the starting default box in Jed. Splash damage would be great. The bomber continues to proceed to point C, where it is destroyed, and the whole process starts up again after another minute after the destruction of the first Tie Bomber.

Right, that was long and hopefully detailed enough. hopefully I'm not asking for the impossible. I also don't mean to sound rude or totally unkind, expecting someon to do this for me, it's just that it's the only way I'm going to be able to get this into my level. Thankyou very much for reading this, and thankyou even more for going out and making a cog for me, if you do! [http://forums.massassi.net/html/smile.gif]

Well, again, if you need me to define anything else, just ask. Muchos gracias!

- Daft

------------------
~ Vader's Corner ~ The place to submit your poetical works!

[This message has been edited by Daft_Vader (edited March 20, 2004).]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-22, 4:05 AM #2
meh. sounds like a fun set of things to cog up.. but i cant do it now as i have some other stuff.. send me a e-mail later to remind me or i'l forget kay?

------------------
I am Darth PJB!
well, go on, run away!

i have a plastic lightsaber and a jedi cape.. am i a nerd?

If gravity is a crule mistress, and bar tenders with bad grammar are untrustworthy, what is air?
I am Darth PJB!
well, go on, run away!

i have a plastic lightsaber and a jedi cape.. am i a nerd?

If gravity is a crule mistress, and bar tenders with bad grammar are untrustworthy, what is air?
2004-03-22, 4:17 AM #3
Hi there [http://forums.massassi.net/html/smile.gif]

Well I make no promises about fully-working cogs but I'll certainly try and get something working... [http://forums.massassi.net/html/redface.gif] - it's all been a bit hectic with work recently...

Well I'll post back if I have any success with your requests [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

PS: Well t'is always good to be remembered for something [http://forums.massassi.net/html/smile.gif] - in my case, heed gothicX's comment in my sig [http://forums.massassi.net/html/wink.gif]

------------------
"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" - 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 ||
2004-03-22, 4:51 AM #4
I've ben out of JK editing for awhile, but I'm gonna give the first one a shot.
Code:
# Jedi Knight Cog Script
#
# PRESSURE_DOOR.COG
#
# Automatic door cog script, door opens when one of four 'pressure plates' is stepped on
#
# if delay = -1.0 then door stays open
#
# [YB]
# [ST] Modified version of c3_autodoor.cog for Daft_Vader 3/22/04
#
# NOT supported by LEC


symbols

thing       door0
thing       door1
surface     plate0
surface     plate1
surface     plate2
surface     plate3
flex        movespeed=3.5
flex        delay=3.0

int         doorsector0=-1                    local
int         doorsector1=-1                    local

message     startup
message     activated
message     entered

end            

# ========================================================================================

code

startup:
   doorsector0 = GetThingSector(door0);
   SectorAdjoins(doorsector0, 0);
   doorsector1 = GetThingSector(door1);
   SectorAdjoins(doorsector1, 0);

   Return;

# ........................................................................................

entered:
activated:
   if(IsMoving(door0)) Return;
   if(IsMoving(door1)) Return;
   if(GetCurFrame(door0) == 1) Return;
   if(GetCurFrame(door1) == 1) Return;
   
   SectorAdjoins(doorsector0, 1);
   SectorAdjoins(doorsector1, 1);
   MoveToFrame(door0, 1, movespeed);
   MoveToFrame(door1, 1, movespeed);
   WaitForStop(door0);
   WaitForStop(door1);
   
   if (delay == -1.0) Return;
   Sleep(delay);

   
   MoveToFrame(door0, 0, movespeed);
   MoveToFrame(door1, 0, movespeed);
   WaitForStop(door0);
   WaitForStop(door1);
   SectorAdjoins(doorsector0, 0);
   SectorAdjoins(doorsector1, 0);

   Return;

end


Tested and it works. [http://forums.massassi.net/html/smile.gif]

------------------
*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "S-TROOPER WUZ 'ERE!!!"


[This message has been edited by Stormtrooper (edited March 22, 2004).]
2004-03-22, 10:55 AM #5
Hey thanks guys! [http://forums.massassi.net/html/smile.gif]

First of all, Jackpot, that sounds great, I super appreciate that and be sure to make sure your name get's credit when I post the level (I'm so excited I'm finally going to finish something).

Same for you Stormtrooper, thanks. About that cog though: I remember hearing that the cog wouldn't if you copied it straight off the net into notepad. I vaguely recall GBK saying there was a way to do it without messing up the formatting, but I can't remember exactly how. Forgive the n00bishness.

Oh, and PJB, good to hear from you, I checked out your sp level. It had some pretty neat stuff in it. Wasn't perfect, but looked like you could be on to something good.

Still watiting for that pup tutorial . . . [http://forums.massassi.net/html/wink.gif]

------------------
~ Vader's Corner ~ The place to submit your poetical works!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-22, 11:57 AM #6
To get the cog, click on the reply with quote or edit button on my post, and copy the cog into notepad and save as "cogname.cog".

------------------
*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "S-TROOPER WUZ 'ERE!!!"
2004-03-22, 5:17 PM #7
Thanks Stormtrooper, it works brilliantly. One down, two to go . . .

------------------
~ Vader's Corner ~ The place to submit your poetical works!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-23, 4:15 AM #8
If I remember correctly, in Jedi Knight the TIE Bomber on the bombing run doesnt get destroyed after it copmletes its run... rather it moves back around to the beginning on a track that is not visable to the player. I could be wrong and thinking of another custom level though.

------------------
And everything under the sun is in tune, but the sun is eclipsed by the moon...
DSettahr's Homepage | Cantina Cloud | Rally NY
2004-03-24, 10:42 PM #9
Just a quick note to say that I haven't forgotten your requests Daft_Vader - I've just been a bit tied up with work recently [http://forums.massassi.net/html/redface.gif]

Actually, I was travelling on the train to work this morning and I got thinking about your second request. I believe that I've got the base for that cog script sorted (having scribbled down the algorithm and the cog verbs and parameters I could remember off the top of my head - how nerdy is that... [http://forums.massassi.net/html/wink.gif]) and finished it off at work this morning. I just need to get home to test it works and to find an efficient way of implementing it (in a C/S manner) [http://forums.massassi.net/html/smile.gif]

Just thought I'd let you know that I haven't forgotten and I'm still on the case [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

------------------
"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" - 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 ||
2004-03-25, 9:52 AM #10
Thanks Jackpot, I appreciate the update. It's always nice to know the person hasn't forgot about you. [http://forums.massassi.net/html/smile.gif]

------------------
~ Vader's Corner ~ The place to submit your poetical works!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-25, 12:54 PM #11
Well I've got some good news and some bad news... [http://forums.massassi.net/html/redface.gif]

The good news is that after having totally bodged the algorithm from earlier (naturally, it was something that seemed OK at the time - until I came to debug it [http://forums.massassi.net/html/rolleyes.gif]...), I've now got a base script sorted, so I'll post it here:

Code:
## Jedi Knight COG Script
#
# 00_doubleDoorElevator.COG
#
# Base script for a double-door elevator.
# (Cog script is fine for SP - will work in MP but should really be optimised for C/S conditions).
#
# Set verbose=1, if you want to see print out messages.
# (More for test purposes than anything else...)
#
#
# This COG script is NOT supported by LucasArts or LEC.
#
# Permission is granted to use this script by the author, as long as credit
# is provided in the readme file for any add-on levels that use this script.
#
# Email: lucky_jackpot@hotmail.com
# -Jackpot
# [RJS]
#
##
#==============================================================

symbols

message startup
message entered
message timer

thing   door0   nolink    # 1st floor
thing   door1   nolink    # 1st floor
thing   door2   nolink    # 2nd floor
thing   door3   nolink    # 2nd floor
thing   elev     nolink

surface trigSurf0   linkid=1    # Used as the trigger surface at the ground/bottom floor (take lift UP)
surface trigSurf1   linkid=2    # Used as the trigger surface at the top (take lift DOWN)

flex    waitTime=2.0
flex    elevMoveSpeed=4.0
flex    doorMoveSpeed=4.0
# int triggerID=666   local  # Intended for client-side script --> needs to be tweaked....
int     timerID=333 local
int     cnt=0     local
int     numDoors=4  local
int     inCycle=0       local   # Specifies whether or not the cog is still in one of its cycles, as the
                                     # cog gets a bit funny, what with having the other trigger surface
                                     # at the opposing floor sending a new trigger, so we don't want to
                                     # process any more information than necessary...

int     verbose=0   # The debugging variable (as always  [http://forums.massassi.net/html/wink.gif] )

end

code

startup:

    if (IsServer() ) {  // Make sure only the host places all the doors in the right frame placeholders
        for (cnt=0 ; cnt<numDoors ; cnt=cnt+1) {
            MoveToFrame (door0[cnt], 0, 10.0);
        }
        MoveToFrame (elev, 0, 10.0);
    }

    Return;

#####################

entered:

    if (IsMoving(elev) )    // Don't waste any more resources if elev is already going...
    Return;

    if (GetSenderID() == 1) {
        if (inCycle)    // Cog is already performing a cycle...
            Return;
        inCycle = 1;
        call openBottomDoors;
        SetTimerEx (waitTime, timerID+1, -1, -1);
    }
    else
    if (GetSenderID() == 2) {
        if (inCycle)
            Return;
        inCycle = 1;
        call openTopDoors;
        call moveElevUp;
        SetTimerEx (waitTime, timerID+2, -1, -1);
    }
Return;


#####################

timer:
    if (GetSenderID() == timerID+1) {   // If approaching from the ground/bottom floor...
        if (verbose)
            PrintInt (timerID);
        call shutBottomDoors;
        call moveElevUp;
        call openTopDoors;
        SetTimerEx (waitTime, timerID+2, -1, -1);
    }
    else
    if (GetSenderID() == timerID+2) {   // If approaching from the top floor...
        if (verbose)
            PrintInt (timerID);
        call shutTopDoors;
        call moveElevDown;
        call openBottomDoors;
        SetTimerEx (waitTime, timerID+3, -1, -1);
    }
    else
    if (GetSenderID() == timerID+3) {
        if (verbose)
            PrintInt (timerID);
        call shutBottomDoors;   // Reset to original "natural" state.
        inCycle = 0;
    }

    Return;

#####################

openBottomDoors:
    if (verbose)
        Print ("Open Bottom Doors...");
    for (cnt=0 ; cnt<numDoors/2 ; cnt=cnt+1) {  // OPEN BOTTOM doors
        MoveToFrame (door0[cnt], 1, doorMoveSpeed);
    }
    Return;

shutBottomDoors:
    if (verbose)
        Print ("Shut Bottom Doors...");
    for (cnt=0 ; cnt<numDoors/2 ; cnt=cnt+1) {  // SHUT BOTTOM doors
        MoveToFrame (door0[cnt], 0, doorMoveSpeed);
    }
    Return;


#####################

openTopDoors:
    if (verbose)
        Print ("Open Top Doors...");
    for (cnt=numDoors/2 ; cnt<4 ; cnt=cnt+1) {  // OPEN TOP doors
        MoveToFrame (door0[cnt], 1, doorMoveSpeed);
    }
    Return;

shutTopDoors:
    if (verbose)
        Print ("Shut Top Doors...");
    for (cnt=numDoors/2 ; cnt<4 ; cnt=cnt+1) {  // SHUT TOP doors
        MoveToFrame (door0[cnt], 0, doorMoveSpeed);
    }
    Return;

######################

moveElevUp:
    MoveToFrame (elev, 1, elevMoveSpeed);   // Elevator goes UP
    waitForStop (elev);
    Return;

moveElevDown:
    MoveToFrame (elev, 0, elevMoveSpeed);   // Elevator goes DOWN
    waitForStop (elev);
    Return;

######################


end


The bad news (well - in this context anyway) is that I'm going away for the weekend to visit some friends at uni, so I don't have time to try and optimise it for MP - don't get me wrong - it will work in MP ... it'll just be a bit laggy. If you can wait until after the weekend, I'll try and get the "optimised" version up and running [http://forums.massassi.net/html/smile.gif]

Anyways - hope this helps for now - if anyone wants to expand upon it *cough*Slaw*cough* [http://forums.massassi.net/html/wink.gif] then feel free [http://forums.massassi.net/html/wink.gif] [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

[EDIT: Forgot that you UBB doesn't like it when you use arrays and index values with "i". But you do get fancy code like this... [http://forums.massassi.net/html/wink.gif] ]

------------------
"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" - by Adam Lindsay Gordon)

[This message has been edited by lucky_jackpot (edited March 25, 2004).]
"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 ||
2004-03-25, 2:36 PM #12
if you would like to try it heres a bomber cog i made
Code:
##########################################################
# Jedi Knight Cog Script  (JK)
#---------------------------------------------------------
# TIEBOMBER_CLSTR01.COG
# ===================
# TIEBOMBER TEMPLATE:
# ===================
# _movething        _walkstruct        move=physics surfdrag=0.0 airdrag=0.0 mass=0.0 height=0.05 physflags=0x425d thingflags=0x48
# tiebomber_02      _movething         size=.742893 movesize=0.001      3d=tieb.3do
#---------------------------------------------------------
# Written By DSLS_DeathSythe
# This COG is NOT supported by LucasArts Entertainment Co.
##########################################################
symbols
#---------------------------------------------------------
message     startup
message     timer
message     pulse
#--------------------#
flex        fly_delay=60.0
thing       Pos_A=-1
thing       Pos_B=-1
thing       Pos_C=-1
template    bomb_tpl=08tiebomb
template    tiebomber_tpl
sound       tiebomber_snd
flex        move_speed=4.0
flex        bomb_spread=2.5
int         bomb_num=8
#--------------------#
thing       tiebomber=-1                                  local
vector      look_dir                                      local
vector      move_dir                                      local
int         next_pos=0                                    local
int         a=0                                           local
vector      randVec                                       local
flex        randSpread=0.0                                local
int         channel=-1                                    local
#---------------------------------------------------------
end
#=========================================================
code
#---------------------------------------------------------
startup:
Sleep(1.0);
//Print("tie cog started");
	SetTimer(fly_delay);
	look_dir = GetThingPos(Pos_B);
	look_dir = VectorSet(VectorX(look_dir), VectorY(look_dir), -1.0);
	look_dir = VectorSub(look_dir, GetThingPos(Pos_B));
	SetThingLook(Pos_B, look_dir);
return;
#---------------------------------------------------------
timer:
//Print("timer up");
	//- Create the tiebomber
	tiebomber = CreateThing(tiebomber_tpl, Pos_A);
	SetCollideType(tiebomber, 0);

	//- Start the bomber sound
	if(channel == -1)
		channel = PlaySoundThing(tiebomber_snd, tiebomber, 1.0, -1, 100, 0x181);

	//- Make the tiebomber look at Pos_B
	look_dir = VectorSub(GetThingPos(Pos_B), GetThingPos(tiebomber));
	SetThingLook(tiebomber, look_dir);

	//- Start the tiebomber moving to Pos_B
	move_dir = VectorScale(VectorNorm(look_dir), move_speed);
	SetThingVel(tiebomber, move_dir);

	//- Update the pos and start checking for arrival
	next_pos = 1;
	SetPulse(0.1);
return;
#---------------------------------------------------------
pulse:
	if((next_pos == 1) && (VectorDist(GetThingPos(Pos_B), GetThingPos(tiebomber)) < 0.25))
		{
//Print("Arrived at pos_b");
		//- Drop the bombs
		for(a=0; a<bomb_num; a=a+1)
			{
			// Get random bomb spread
			randVec = VectorSet(((Rand() - 0.5) * 5.0), (Rand() - 0.5) * 5.0, 0.0);
			randSpread = (Rand() - 0.5) * bomb_spread;
			FireProjectile(Pos_B, bomb_tpl, -1, -1, '0 0 0', randVec, randSpread, 0x1, 0.0, 0.0);
			}

		//- Make the tiebomber look at Pos_C
		look_dir = VectorSub(GetThingPos(Pos_C), GetThingPos(tiebomber));
		SetThingLook(tiebomber, look_dir);

		//- Start the tiebomber moving to Pos_C
		move_dir = VectorScale(VectorNorm(look_dir), move_speed);
		SetThingVel(tiebomber, move_dir);
		next_pos = 2;
		return;
		}

if((next_pos == 2) && (VectorDist(GetThingPos(Pos_C), GetThingPos(tiebomber)) < 0.25))
		{
//Print("Arrived at pos_c");
		StopThing(tiebomber);
		if(channel != -1)
			{
			StopSound(channel, 0.0);
			channel = -1;
			}
		if(tiebomber != -1)
			{
			DestroyThing(tiebomber);
			tiebomber = -1;
			}
		SetPulse(0.0);
		SetTimer(fly_delay);
		}
return;
##########################################################
end

it should do all you want, but it has some things you need to set up.

it needs a special template for the bomber.
i listed the template up at the top of the cog, just add both the _movething & the tiebomber_02 templates to the master.tpl and thats done.

place a ghost at the start (Pos_A), middle (Pos__B), and end (Pos_C) of the bombers flight path and list them in the cog accordingly. you do not need to set up frames for the ship to fly to.

select the bombers sound and adjust its speed if you want.

the bomb_spread is what makes the bomb cluster that the bomber drops cover more or less area. when i was testing the cog i had the bomber flying at about 3jku up and it covered a 2x2jku area pretty good. adjust if as you need.

bomb_num is the number of bombs in the cluster add more or less if you want.

i didnt try it in MP but it should work, but im not totaly sure so you may want to test it.
any questions just ask.

------------------
Famous last words - "It seemed like a good idea at the time."

[This message has been edited by DSLS_DeathSythe (edited March 25, 2004).]
Famous last words - "It seemed like a good idea at the time."
2004-03-25, 5:07 PM #13
Wow, thanks a ton guys! [http://forums.massassi.net/html/smile.gif] Let me just try these cogs out, and I'll see how they do in multiplayer. Again, great work.

I'll check back in a while. I may or may not try out the cogs tonight, seeing as it's late though.

------------------
~ Vader's Corner ~ The place to submit your poetical works!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-27, 5:47 PM #14
Thanks again for the cogs guys. Sorry for the late update, I've just been so busy lately.

Jackpot: The cog works really well. I would only like one thing changed, if that's allright, and since you said you had to tweak it for mp anyway, hopefully it shouldn't be a problem. I would just like the door and elevator .snd's to follow the df_door2 and df_elev2 schemes. Thanks!

DSLS_DeathSythe: Your cog seems fine, but I don't think I'm implementing it right. I've probably messed up with the templates. I edited the new template into the .tpl, I filled in all the variables including the sound and the bomber (which I made "tiebomber_02"), and when I started up I could here the bomber noise (which played continuously after the set countdown was reached [10 seconds for the test]) but no bomber or bombs. Here's the template(s) I put into the .tpl:

Code:
# DESC: a bomber thingy
# BBOX: 0 0 0 0 0 0
movething         _walkstruct        move=physics surfdrag=0.0 airdrag=0.0 mass=0.0 height=0.05 physflags=0x425d thingflags=0x48
# DESC: a movey thingy
# BBOX: -.549776 -.490931 -.315187 .549776 .4752 .320955
tiebomber_02      _movething         size=.742893 movesize=0.001      3d=tieb.3do


So how did I fluff? Should I not have written out Bounding box (I pasted the bomber variable from the original Tie bomber). Should I have used quick and dirty?
Sorry for the naivete of the question, I'm just not terribly experienced with this aspect of JK editing.

Thanks again! If you could just help me solve this mystery, my level will be well on the way to completion.




------------------
~ Vader's Corner ~ The place to submit your poetical works!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-28, 5:31 AM #15
i think i found the problem.
sometimes the internet filter my computer uses (my dad makes me use it) edits out words for no real reason.
i hate it. this time it edited out the word model.
the template should look like this in the master.tpl:
Code:
# DESC: Ghost Object
# BBOX: 0 0 0 0 0 0
_movething        _walkstruct        move=physics surfdrag=0.0 airdrag=0.0 mass=0.0 height=0.05 physflags=0x425d thingflags=0x48
# DESC: 
# BBOX: -.55 -.49 -.32 .55 .48 .32
tiebomber_02      _movething         size=.742893 movesize=0.001 model3d=tieb.3do

the stupid filter changed model3d= to 3d=.
fix that and it should work.

i really hate this filter, i told my dad to get it fixed so it wouldnt do that but he hasnt done anything about it. sorry, i hope that fixes the problem.

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Famous last words - "It seemed like a good idea at the time."
Famous last words - "It seemed like a good idea at the time."
2004-03-28, 9:38 AM #16
Ahh! That's funny - I can see why "model" would be edited! [http://forums.massassi.net/html/tongue.gif]

Yeah, so uhh, let me go try this out...

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~ Vader's Corner ~ The place to submit your poetical works!
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-28, 9:52 AM #17
Works like a charm! [http://forums.massassi.net/html/biggrin.gif]


[EDIT: W00t!!! 600th Post!]
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~ Vader's Corner ~ The place to submit your poetical works!

[This message has been edited by Daft_Vader (edited March 28, 2004).]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-03-28, 12:31 PM #18
On a similar note (templates and all), with the elevators that you're using Daft_Vader, you should be able to modify their "soundclass" template value to that of the "Dark Forces" one. I couldn't tell you which one that is, off the top of my head, but all the elevators have a specific soundclass which contains moving sounds, stopping sounds etc - it's just a case of finding the appropriate one and switching the text in the template line around [http://forums.massassi.net/html/biggrin.gif]

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

-Jackpot

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"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" - 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"
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