I'm having trouble with the MotS Tie Bomber Cog, also known as: S1L1_tiebomber.cog
I think I did all of the variables correctly, but could someone look at them, because thats what I think is wrong? I don't know how to set up the cog really..
here is the cog if you need to look at it:
# Jedi Knight Cog Script
#
# 08_tiebomber.cog
#
# Tiebomber cog for level 04
#
# This cog generates the tiebomber and its bombs.
#
# [KS]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
message pulse
message entered
message exited
message activated
template thermaltemplate
sound tieenginewhine
sound expl04
thing bomber0
thing bomber1
sector drophere mask=0xfff
surface switch1
vector vtiebombpos0 local
vector newtiebombpos0 local
vector vtiebombpos1 local
vector newtiebombpos1 local
int done=0 local
int shipnum=0 local
sector killbomber
int bomber=0 local
end
# ========================================================================================
code
activated:
if (done) Return;
done=1;
sleep(4.8);
call movebomber;
Return;
# ........................................................................................
movebomber:
shipnum=1;
PlaySoundThing(tieenginewhine, bomber0, 1.0, -1, 175, 129);
MoveToFrame(bomber0, 4, 65);
WaitForStop(bomber0);
DestroyThing(bomber0);
Sleep(2);
call bombrun;
Return;
# ........................................................................................
bombrun:
shipnum=2;
PlaySoundThing(tieenginewhine, bomber1, 1.0, -1, 175, 129);
MoveToFrame(bomber1, 3, 65);
WaitForStop(bomber1);
DestroyThing(bomber1);
Return;
# ........................................................................................
entered:
if(GetSenderRef()==killbomber)
{
if (bomber) return;
bomber=1;
DestroyThing(bomber1);
}
if((GetSenderRef()==drophere)&&(GetSourceRef()==bomber0))
{
SetPulse(0.1);
}
if((GetSenderRef()==drophere)&&(GetSourceRef()==bomber1))
{
SetPulse(0.1);
}
Return;
# ........................................................................................
pulse:
if (shipnum==1)
{
vtiebombpos0 = GetThingPos(bomber0);
newtiebombpos0 = VectorAdd(vtiebombpos0, VectorSet(0.0, 0.0, -0.305));
CreateThingAtPos(thermaltemplate, drophere, newtiebombpos0, '0.0, 0.0, 0.0');
}
if (shipnum==2)
{
vtiebombpos1 = GetThingPos(bomber1);
newtiebombpos1 = Vectoradd(vtiebombpos1, VectorSet(0.0, 0.0, -0.305));
CreateThingAtPos(thermaltemplate, drophere, newtiebombpos1, '0.0, 0.0, 0.0');
}
Return;
# ........................................................................................
exited:
if ((GetSenderRef()==drophere)&&(GetSourceRef()==bomber0))
{
setpulse(0);
}
if ((GetSenderRef()==drophere)&&(GetSourceRef()==bomber1))
{
setpulse(0);
}
Return;
end
So could someone explain all of the variables to me and explain how to make the cog work, including information on if I need frames etc. Thanks!
------------------
Member of the Minneassian Council
I think I did all of the variables correctly, but could someone look at them, because thats what I think is wrong? I don't know how to set up the cog really..
here is the cog if you need to look at it:
# Jedi Knight Cog Script
#
# 08_tiebomber.cog
#
# Tiebomber cog for level 04
#
# This cog generates the tiebomber and its bombs.
#
# [KS]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
message pulse
message entered
message exited
message activated
template thermaltemplate
sound tieenginewhine
sound expl04
thing bomber0
thing bomber1
sector drophere mask=0xfff
surface switch1
vector vtiebombpos0 local
vector newtiebombpos0 local
vector vtiebombpos1 local
vector newtiebombpos1 local
int done=0 local
int shipnum=0 local
sector killbomber
int bomber=0 local
end
# ========================================================================================
code
activated:
if (done) Return;
done=1;
sleep(4.8);
call movebomber;
Return;
# ........................................................................................
movebomber:
shipnum=1;
PlaySoundThing(tieenginewhine, bomber0, 1.0, -1, 175, 129);
MoveToFrame(bomber0, 4, 65);
WaitForStop(bomber0);
DestroyThing(bomber0);
Sleep(2);
call bombrun;
Return;
# ........................................................................................
bombrun:
shipnum=2;
PlaySoundThing(tieenginewhine, bomber1, 1.0, -1, 175, 129);
MoveToFrame(bomber1, 3, 65);
WaitForStop(bomber1);
DestroyThing(bomber1);
Return;
# ........................................................................................
entered:
if(GetSenderRef()==killbomber)
{
if (bomber) return;
bomber=1;
DestroyThing(bomber1);
}
if((GetSenderRef()==drophere)&&(GetSourceRef()==bomber0))
{
SetPulse(0.1);
}
if((GetSenderRef()==drophere)&&(GetSourceRef()==bomber1))
{
SetPulse(0.1);
}
Return;
# ........................................................................................
pulse:
if (shipnum==1)
{
vtiebombpos0 = GetThingPos(bomber0);
newtiebombpos0 = VectorAdd(vtiebombpos0, VectorSet(0.0, 0.0, -0.305));
CreateThingAtPos(thermaltemplate, drophere, newtiebombpos0, '0.0, 0.0, 0.0');
}
if (shipnum==2)
{
vtiebombpos1 = GetThingPos(bomber1);
newtiebombpos1 = Vectoradd(vtiebombpos1, VectorSet(0.0, 0.0, -0.305));
CreateThingAtPos(thermaltemplate, drophere, newtiebombpos1, '0.0, 0.0, 0.0');
}
Return;
# ........................................................................................
exited:
if ((GetSenderRef()==drophere)&&(GetSourceRef()==bomber0))
{
setpulse(0);
}
if ((GetSenderRef()==drophere)&&(GetSourceRef()==bomber1))
{
setpulse(0);
}
Return;
end
So could someone explain all of the variables to me and explain how to make the cog work, including information on if I need frames etc. Thanks!
------------------
Member of the Minneassian Council