...assuming the friendly folks in the cog forum didn't get up on the wrong side of the bed this morning!
Basically, I have a concept which could turn out to be one of the most fun (though brief) Jk levels in recent months here at Massassi. It's not meant to be a glamorous level, currently it's slated as more like a demo. I won't tell you what it is yet in fear of ruining the surprise. But if all goes well, this could be really cool.
I really should be doing school work at the moment, so I may not check back for a while after this, but I would like to state some possible cogs (puhleeeze) that someone(s) would kindly concoct.
Right, here it goes (my project may become apparent very soon):
1) A cog that triggers a spiked door to come sliding out of a wall really fast (impaling the player, preferably killing them instantly). THe cog is triggered by the player's entry into a sector (n.b.: I would really like it if it could be triggered if only part of the player was in the sector, ie just the head, not necessarily the entire torso. I'll take care of the 3do, I just need someone to write a cog and inform me of the relevant flags. Also, as ound is played when door is triggered.
2) A cog that is triggered by the player walking over a texture (please give this cog as many "slots" as possible, ie 40 or 50) that damages the player (at a set increment, or a anywhere between, say 15 and 25 etc) and also plays a two sounds. The first one should play instantly, and the second one (as well as the damage) should have a 1 second delay (preferably I'll be in control of the time disparity).
3) Here it gets a bit tricky, at least i think so, maybe it's no biggie for you coggers - a cog that activates when an item is picked up. First of all, when the item is picked up, it is replaced with another item already in the player's inventory (which the player is not allowed to pick up again - I'm not sure exactly how that goes )while an objective type noise plays. Then, after a few seconds delay, a new noise starts which is generated by sound sources [ghosts with radius for distance and volume i suppose] throughout the level (it's kinda like turning on the radio, i think that's possible in JK) starts and objects are generated alround the player which fall, but don't injure him (they're just for show - again, give plenty of slots for ghost positions, and then a template choice). At the same time, this starts a door closing (which was open before) moving at a very slow speed (I'm talking planet sith slow here ) while also opening a door that was closed when the player went by it before. This door's speed is more normal. Lastly for this cog, please make it so that a line of dialogue is played when the player crosses a sector, which I'll define later.
4) Right (I hope you aren't gonna kill me, but I've still got a few more ). This cog is triggered by the player entering a sector. Upon entering it, the door behind the player closes (music begins to play as soon as the door has slammed shut), so he can only go forward. This triggers an object to move through a set number of frames in pursuit of the player. If it touches the player, the player instantly dies (again, please give me control over speed and stuff, I'll have to tweak it). I a;ready have this object made, and I want it to be affected by gravity, kinda like force throw crates. Anyway, this pursues the player until (assuming he outruns it) the player exits through an entrancyway that is big enough for him to escape, but large enough to prevent the boject from pursuing. Upon exiting through a sector, another line of dialogue is played, and the game ends after the line of dialogue is played.
5) whew, this should be nice and simple - a cog that plays a song at startup, BUT doesn't loop it, instead ending it after it's first round.
Right, thankyou very much for reading that all, please don't just ignore me, I assure you this level will get made - your efforts will not be in vain. THe whole thing only lasts for about 3-5 minutes, but it should be very fun. What I've currently got planned is just a rough outline - a demo. I'll post it on the showcase once I have a working version, then people can beta test it and contribute to other areas of the level I am lacking in terms of expertise.
I hope these don't sound too difficult, they really just sound long to me, but nothing too much inthe way of revolutionary. In other words, the cog looks practical, but the effects will be radical!
Nevertheless, I'll leave you to be the judge of that!
- Daft
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~ Vader's Corner ~
[This message has been edited by Daft_Vader (edited May 09, 2004).]
Basically, I have a concept which could turn out to be one of the most fun (though brief) Jk levels in recent months here at Massassi. It's not meant to be a glamorous level, currently it's slated as more like a demo. I won't tell you what it is yet in fear of ruining the surprise. But if all goes well, this could be really cool.
I really should be doing school work at the moment, so I may not check back for a while after this, but I would like to state some possible cogs (puhleeeze) that someone(s) would kindly concoct.
Right, here it goes (my project may become apparent very soon):
1) A cog that triggers a spiked door to come sliding out of a wall really fast (impaling the player, preferably killing them instantly). THe cog is triggered by the player's entry into a sector (n.b.: I would really like it if it could be triggered if only part of the player was in the sector, ie just the head, not necessarily the entire torso. I'll take care of the 3do, I just need someone to write a cog and inform me of the relevant flags. Also, as ound is played when door is triggered.
2) A cog that is triggered by the player walking over a texture (please give this cog as many "slots" as possible, ie 40 or 50) that damages the player (at a set increment, or a anywhere between, say 15 and 25 etc) and also plays a two sounds. The first one should play instantly, and the second one (as well as the damage) should have a 1 second delay (preferably I'll be in control of the time disparity).
3) Here it gets a bit tricky, at least i think so, maybe it's no biggie for you coggers - a cog that activates when an item is picked up. First of all, when the item is picked up, it is replaced with another item already in the player's inventory (which the player is not allowed to pick up again - I'm not sure exactly how that goes )while an objective type noise plays. Then, after a few seconds delay, a new noise starts which is generated by sound sources [ghosts with radius for distance and volume i suppose] throughout the level (it's kinda like turning on the radio, i think that's possible in JK) starts and objects are generated alround the player which fall, but don't injure him (they're just for show - again, give plenty of slots for ghost positions, and then a template choice). At the same time, this starts a door closing (which was open before) moving at a very slow speed (I'm talking planet sith slow here ) while also opening a door that was closed when the player went by it before. This door's speed is more normal. Lastly for this cog, please make it so that a line of dialogue is played when the player crosses a sector, which I'll define later.
4) Right (I hope you aren't gonna kill me, but I've still got a few more ). This cog is triggered by the player entering a sector. Upon entering it, the door behind the player closes (music begins to play as soon as the door has slammed shut), so he can only go forward. This triggers an object to move through a set number of frames in pursuit of the player. If it touches the player, the player instantly dies (again, please give me control over speed and stuff, I'll have to tweak it). I a;ready have this object made, and I want it to be affected by gravity, kinda like force throw crates. Anyway, this pursues the player until (assuming he outruns it) the player exits through an entrancyway that is big enough for him to escape, but large enough to prevent the boject from pursuing. Upon exiting through a sector, another line of dialogue is played, and the game ends after the line of dialogue is played.
5) whew, this should be nice and simple - a cog that plays a song at startup, BUT doesn't loop it, instead ending it after it's first round.
Right, thankyou very much for reading that all, please don't just ignore me, I assure you this level will get made - your efforts will not be in vain. THe whole thing only lasts for about 3-5 minutes, but it should be very fun. What I've currently got planned is just a rough outline - a demo. I'll post it on the showcase once I have a working version, then people can beta test it and contribute to other areas of the level I am lacking in terms of expertise.
I hope these don't sound too difficult, they really just sound long to me, but nothing too much inthe way of revolutionary. In other words, the cog looks practical, but the effects will be radical!
Nevertheless, I'll leave you to be the judge of that!
- Daft
------------------
~ Vader's Corner ~
[This message has been edited by Daft_Vader (edited May 09, 2004).]