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ForumsCog Forum → Have they all gone... BLIND?!?!
Have they all gone... BLIND?!?!
2004-06-04, 3:12 AM #1
Hello, everyone. For some reason my 02_patrol cog, which had worked perfectly up to this point is now experiencing weird errors... the movers cease to detect the player if they see him, but the cutscene still plays if you enter the omq sectors, which are just places that should be off-limits. Also, the cutscene still doesn't kill the player on detection, but if that doesn't work, I can just send a message to another cog that can kill the player.

Code:
# Jedi Knight Cog Script
#
# GISMATH.COG
#
# 

symbols

message      user1
message      pulse
message      arrived
message      timer
message	entered
message	activated

sector	omq0
sector	omq1
sector	omq2
sector	killall

thing	player	local
thing	truckcam

thing        mover
thing        mover1
thing        mnode
thing        mnode1
thing        m1node
thing        m1node1

flex         movespeed=1
flex         movespeed1=1
flex         pivotdelay=1
flex         pivotdelay1=1
flex         range=2
flex         range1=2

int          point=0                          local
int          point1=0                         local
int          just=0                           local
int          just1=0                          local

int	spot=0	local

flex	fov=0.9
flex	fov1=0.9
flex	maxdist=2
flex	maxdist1=2

thing	truckcam
thing	truck

sound	pget
sound	bget
sound	detect
sound	spy
sound	bang

int	music	local

end

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

code

user1:
 AIClearMode(mover, 0x1004);
 AIClearMode(mover1, 0x1004);
   SetPulse(0.05);
   AISetLookPos(mover, GetThingPos(mnode));
   AISetMoveThing(mover, mnode);
   AISetMovespeed(mover, movespeed);
   AISetLookPos(mover1, GetThingPos(m1node));
   AISetMoveThing(mover1, m1node);
   AISetMovespeed(mover1, movespeed);
 music=playsoundlocal(spy, 1, 0, 0x1);
   Return;

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

Activated:
if(GetSenderRef()==truck) {
 StopSound(music, 0.5);
 DestroyThing(mover);
 DestroyThing(mover1);
}
Return;
# ........................................................................................

Entered:
if(GetSenderRef()==omq0) Call Spotted;
if(GetSenderRef()==omq1) Call Spotted;
if(GetSenderRef()==omq2) Call Spotted;
if(GetSenderRef()==killall) {
 SetPulse(0.0);
}
Return;

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

Pulse:
player = FirstThingInView(mover, fov, maxdist, 0x400);	
while(player != -1)	{		
if(HasLOS(mover, player) && (VectorDist(GetThingPos(player), GetThingPos(mover)) <= maxdist) && !(GetThingFlags(player) & 0x200) && (player == GetLocalPlayerThing()))		
{						
call Spotted;		
}		
player = NextThingInView();	
}	
player = FirstThingInView(mover1, fov1, maxdist1, 0x400);	
while(player != -1)	{		
if(HasLOS(mover1, player) && (VectorDist(GetThingPos(player), GetThingPos(mover1)) <= maxdist) && !(GetThingFlags(player) & 0x200) && (player == GetLocalPlayerThing()))		
{						
call Spotted;		
}		
player = NextThingInView();	
}	

   Return;

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

Arrived:
   If(GetSenderRef() == mover && !just)
   {
      just = 1;
      SetTimerEx(pivotdelay + range*Rand(), 0, 0, 0);
   }
   If(GetSenderRef() == mover1 && !just1)
   {
      just1 = 1;
      SetTimerEx(pivotdelay1 + range1*Rand(), 1, 0, 0);
   }
   Return;

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

Timer:
   If(GetSenderID() == 0)
   {
      just = 0;
      point = 1 - point;
      AISetLookPos(mover, GetThingPos(mnode[point]));
      AISetMoveThing(mover, mnode[point]);
   }
   If(GetSenderID() == 1)
   {
      just1 = 0;
      point1 = 1 - point1;
      AISetLookPos(mover1, GetThingPos(m1node[point1]));
      AISetMoveThing(mover1, m1node[point1]);
   }
   Return;

Spotted:
if(spot==0) {
spot=1;
playsoundlocal(detect, 1, 0, 0x0);
 player=GetLocalPlayerThing();
 SetActorFlags(player, 0xa00000);
 StopThing(player);
 TeleportThing(mover, mnode);
 TeleportThing(mover1, m1node1);
 SetCameraFocus(0, truckcam);
 SetCurrentCamera(0);
 Sleep(0.5);
 AISetLookPos(mover1, GetThingPos(player));
 Print("PETER: GET HIM!");
 PlaySoundLocal(pget, .7, 0, 0x0);
 AISetLookPos(mover, GetThingPos(player));
 Sleep(1.5);
 Print("BERNARD: Yeah!  Get him! ...oh");
 Print("");
 Print("");
 Print("");
 Print("");
 PlaySoundLocal(bget, .7, 0, 0x0);
 Sleep(1.5);
 SetCurrentCamera(1);
 PlaySoundLocal(bang, 1, 0, 0x0);
 ClearActorFlags(player, 0xa00000);
 DamageThing(player, 999, 0x0, player);
 }
   Return;
end
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-06-05, 2:33 PM #2
I assume youve ran it through PARSEC?

------------------
Dear lady, can you hear the wind blow, and did you know
Your stairway lies on the whispering wind.
:wq
And when the moment is right, I'm gonna fly a kite.
2004-06-05, 4:00 PM #3
-_- Yes.
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-06-05, 4:44 PM #4
Code:
    Pulse:
    player = FirstThingInView(mover, fov, maxdist, 0x400);
    while(player != -1)
    {
    	if((HasLOS(mover, player)) && (VectorDist(GetThingPos(player), GetThingPos(mover)) <= maxdist) && !(GetThingFlags(player) & 0x200) ) call Spotted;
   	player = NextThingInView();
    }
    player = FirstThingInView(mover1, fov1, maxdist1, 0x400);
    while(player != -1)
    {
    	if((HasLOS(mover1, player)) && (VectorDist(GetThingPos(player), GetThingPos(mover1)) <= maxdist) && !(GetThingFlags(player) & 0x200)) call Spotted;
    	player = NextThingInView();
    }
    Return;


Im so rusty Im starting to squeak, but that should . . . crash JK . . . or not . . . try it and see.

------------------
Dear lady, can you hear the wind blow, and did you know
Your stairway lies on the whispering wind.
:wq
And when the moment is right, I'm gonna fly a kite.

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