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ForumsCog Forum → This is gonna be awesome!
This is gonna be awesome!
2004-05-09, 6:35 AM #1
...assuming the friendly folks in the cog forum didn't get up on the wrong side of the bed this morning! [http://forums.massassi.net/html/tongue.gif]

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 [http://forums.massassi.net/html/smile.gif] - 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 [http://forums.massassi.net/html/redface.gif] )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 [http://forums.massassi.net/html/tongue.gif] ) 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 [http://forums.massassi.net/html/redface.gif] ). 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! [http://forums.massassi.net/html/biggrin.gif]

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).]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-05-10, 12:20 PM #2
Indiana Jones and the Infernal JK Level?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-05-10, 1:26 PM #3
[http://forums.massassi.net/html/biggrin.gif]

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-05-12, 11:23 AM #4
Yes... Obviously he's intending a remake of the beginning of Raiders of the Lost Ark. The first two traps hinted, but that switching items with an objective noise, just gave it away.
(The traps in general made me think of Indy, the spikes and floor traps in particular. Had an image of Indy walking on checkerboard patterns which send out arrows... then the switching, just clinched it, the gold head, and sand bag)

I could probably work on the first and second, as they wouldn't be that difficult. I can't really say anything about the just the head thing. It really has to do with JK collision detection on whether a 3do is in a sector or not. However, you could try to make it a bit more accurate, by using more than one sector...

If anyone else wants to handle these though, that's fine with me.

------------------
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-05-12, 11:51 AM #5
Thankyou! Now if I can't just get Darth Slaw to help me out with this . . .

(btw, yeah, I realized the cogs, no matter how I phrased them, would probably give it away. But it will still be good! [http://forums.massassi.net/html/biggrin.gif] )

------------------
~ Vader's Corner ~

[This message has been edited by Daft_Vader (edited May 12, 2004).]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-05-12, 12:51 PM #6
I'll have to try to work on it tomorrow (or possibly later today). I gotta english paper due

------------------
Bond, Power, CA, The Force, Saber, IC, Epic, Oily Mexican Food, BG, /\ |> /\ /\/\, Sentences.
Now you know where I've been.

[This message has been edited by Darth Slaw (edited May 12, 2004).]
May the mass times acceleration be with you.
2004-05-12, 1:42 PM #7
Hey Slaw, just curious, what age are you, in the ballpark of mine perhaps, say . . . 15?

And thanks btw, you're an awesome guy!

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-05-12, 2:11 PM #8
I'm 16 (be 17 on 17 Sept. -- [http://forums.massassi.net/html/biggrin.gif])

Thanks for the comment. Considering how amazingly fast I'm writing my paper (I am thoroughly amazed [http://forums.massassi.net/html/eek.gif] -- about 1/3 of the way done in 1/2 hr), at this rate I might be done by about 9-9:30 EST, so I might be able to make a start tonight. [http://forums.massassi.net/html/smile.gif] (I'm taking a break at the moment but will get right back to it [prepost edit: after dinner, which I was just called down for]).

------------------
Bond, Power, CA, The Force, Saber, IC, Epic, Oily Mexican Food, BG, /\ |> /\ /\/\, Sentences.
Now you know where I've been.
May the mass times acceleration be with you.
2004-05-12, 3:57 PM #9
OOh, you're just about a year older than me. I'll be 16 on August 2!

And don't rush the English Paper, we've all been there! I wouldn't want you to go and get yourself a bad grade! [http://forums.massassi.net/html/biggrin.gif]

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-05-12, 6:13 PM #10
Done! 12:05 AM. [http://forums.massassi.net/html/frown.gif] I better get a good grade now! [http://forums.massassi.net/html/smile.gif]
I think the cogging will have to wait till tomorrow; I'm actually very tired right now (oh, the english paper did it. duh! [http://forums.massassi.net/html/tongue.gif]).

------------------
Bond, Power, CA, The Force, Saber, IC, Epic, Oily Mexican Food, BG, /\ |> /\ /\/\, Sentences.
Now you know where I've been.
May the mass times acceleration be with you.
2004-05-13, 1:54 AM #11
I'd be more than happy to lend a hand but it must be something about "this time of year" and "exams" that go hand in hand [http://forums.massassi.net/html/rolleyes.gif] [http://forums.massassi.net/html/wink.gif] (I've got to take a week off work so that I can go and sit them... [http://forums.massassi.net/html/frown.gif])

If you can wait a while Daft, then you know I'll help out with your cogging requests as much as I can [http://forums.massassi.net/html/biggrin.gif]

Status: "postponed" - not "forgotten" or "cancelled" [http://forums.massassi.net/html/wink.gif] [http://forums.massassi.net/html/smile.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 ||
2004-05-13, 7:26 AM #12
Yeah, I'll try to get you those first two soon. I just got done with my finals (college)... so I should have some free time.

------------------
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-05-13, 5:20 PM #13
Okay, I took a whack at number 3. Tell me what works and what you need changed.
Oh, and hasn't been tested, but has been parsed.
Code:
# Jedi Knight Cog Script
#
# 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.
#
# [Darth Slaw] - darthslaw@cox.net
# 4/13/04
# =======================================================================
symbols

message   startup
message   entered
message   taken
message   timer

############################
# Sound generation symbols #
############################
sound     soundsourcenoise=00industrialamb04.wav
flex      soundminrad=1.0
flex      soundmaxrad=4.0
flex      soundvol=1.0
thing     soundsource0=-1
thing     soundsource1=-1
thing     soundsource2=-1
thing     soundsource3=-1
thing     soundsource4=-1
thing     soundsource5=-1
thing     soundsource6=-1
thing     soundsource7=-1
thing     soundsource8=-1
thing     soundsource9=-1

###################
# Falling Effexts #
###################
template  debris=+sparks
thing     debrisghost0=-1
thing     debrisghost1=-1
thing     debrisghost2=-1
thing     debrisghost3=-1
thing     debrisghost4=-1
thing     debrisghost5=-1
thing     debrisghost6=-1
thing     debrisghost7=-1
thing     debrisghost8=-1
thing     debrisghost9=-1

#################
# Powerup stuff #
#################
thing     takeme=-1
template  makeme=strifle
sound     soundGoal=accomplish1.wav                local
flex      delay=3.0

##############
# Door Stuff #
##############
thing     doortoclose=-1
flex      closespeed=0.1
thing     doortoopen=-1
flex      openspeed=1.0

########
# Misc #
########
int       i                                        local
sector    specialsec=-1                            linkid=1

end
# =======================================================================
code
# .......................................................................
startup:
	CaptureThing(takeme);

Return;
# .......................................................................
taken:
	if(GetSenderRef() == takeme)
	{
		Print("You took the powerup");
		CreateThing(makeme, GetLocalPlayerThing());
		PlaySoundThing(soundGoal, GetLocalPlayerThing(), 1.0, -1, -1, 0);
		SetTimerEx(delay, 10, 0, 0);
	}

Return;
# .......................................................................
entered:
	if(GetSenderID() == 1)
	{
		Print("You entered the special sector, so here's your dialog");
	}

Return;
# .......................................................................
timer:
	if(GetSenderID() == 10)
	{
		for(i = 0; i < 9; i = i + 1)
		{
			PlaySoundThing(soundsourcenoise, soundsource0, soundvol, soundminrad, soundmaxrad, 0x0);
		}
		for(i = 0; i < 9; i = i + 1)
		{
			CreateThing(debris, debrisghost0);
		}
		MoveToFrame(doortoclose, 1, closespeed);
		MoveToFrame(doortoopen, 1, openspeed);
	}

Return;
# .......................................................................
end


------------------
Bond, Power, CA, The Force, Saber, IC, Epic, Oily Mexican Food, BG, /\ |> /\ /\/\, Sentences.
Now you know where I've been.
May the mass times acceleration be with you.
2004-05-14, 7:16 AM #14
If you don't want the 'makeme' thing to be able to be picked up again, you could change it from a powerup template to just a 3do. That way it shows up, but can't be picked up.

[edit]
The 'taken' message also needs to set the inventory bin for the 'makeme' item to 0.

------------------
Check out updates for my editing work at the Shadow Jedi Academy.

[This message has been edited by Kievan Mereel (edited May 14, 2004).]
2004-05-14, 10:49 AM #15
Yeah, I was just getting a base down right now. It'll get fine-tuned a little later.

------------------
Bond, Power, CA, The Force, Saber, IC, Epic, Oily Mexican Food, BG, /\ |> /\ /\/\, Sentences.
Now you know where I've been.
May the mass times acceleration be with you.
2004-05-19, 1:14 PM #16
Maybe someone else already mentioned it (too much in a hurry to read it all), but check the 'Infernal Deathmatch' level. I remember it has some cool traps. There is a cog that fires arrows at you from the wall, upon touching a certain thing/entering a certain sector. (Can't exactly recall trigger)

------------------
*There is no death, there is the Force*
ORJ / My Level: ORJ Temple Tournament I
2004-05-28, 2:57 PM #17
Quote:
<font face="Verdana, Arial" size="2">Originally posted by ORJ_JoS:
Maybe someone else already mentioned it (too much in a hurry to read it all), but check the 'Infernal Deathmatch' level. I remember it has some cool traps. There is a cog that fires arrows at you from the wall, upon touching a certain thing/entering a certain sector. (Can't exactly recall trigger)

</font>


Interesting. I had a look at the level's screenies and comments, but I haven't tried it out yet. However the cog I want will need a surface, so a sector/thing won't work. Thanks for the suggestion though, and you're right, there is probably some other helpful cogs included.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Kievan Mereel:
If you don't want the 'makeme' thing to be able to be picked up again, you could change it from a powerup template to just a 3do. That way it shows up, but can't be picked up.

[edit]
The 'taken' message also needs to set the inventory bin for the 'makeme' item to 0.

</font>


That sounds great Kievan. Slaw, maybe you would kindly implement that.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by LKOH_SniperWolf:
Yeah, I'll try to get you those first two soon. I just got done with my finals (college)... so I should have some free time.

</font>


No pressure Wolf, I was just reminding you that I was still interested. I know how exams are (they're whats prevented me from updating in this long, so don't worry about it. I was just reminding everyone that, if they still felt like helping, it's welcome.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by lucky_jackpot:

I'd be more than happy to lend a hand but it must be something about "this time of year" and "exams" that go hand in hand [http://forums.massassi.net/html/rolleyes.gif] [http://forums.massassi.net/html/wink.gif] (I've got to take a week off work so that I can go and sit them... [http://forums.massassi.net/html/frown.gif])

If you can wait a while Daft, then you know I'll help out with your cogging requests as much as I can [http://forums.massassi.net/html/biggrin.gif]

Status: "postponed" - not "forgotten" or "cancelled" [http://forums.massassi.net/html/wink.gif] [http://forums.massassi.net/html/smile.gif]

-Jackpot

</font>


Same as what I said to Wolf. Thanks lucky, you're a real friend!


Well, thanks again everyone, and now, Slaw, for an update on your cog - very nice cog. I'd just like it to be tweaked a bit if that's ok with you. First off, you didn't have that line of dialog (it needs to be part of this cog, because I don't want it to play the first time the player crosses the sector; it needs to be triggere-able once the player has grabbed the idol). Also, the two doors work great. THanks. As for the actual idol and stuff, perhaps you could just implement what Kievan suggested (see earlier in my post). The main thing about the cog that I would like adjusted (if you don't mind) is the debris. It just generated once, all at the same time, and the osund only played once. This is of course, my fault, however, since I didn't more specifically describe what I was after. Well, to be more detailed, I would like an objective noise to be played the instant the twoidols are swapped ( I can't remember now if you already had that in the cog, for some reason [http://forums.massassi.net/html/confused.gif] ) and then the delay to be about two seconds. Then (I'm adding something) two objects move (in conjunction with one another) from frame one to frame two, and a grinding noise sounds ONCE they start to descend. Once they have completed their frames, a CONTINUOUS noise is played (rumbling/boulders/fallling/idolscollapsing) which is generated from the set gohsts I specify, which diminished the farth the players goes from them (until it is no long audible). Now, for the debris. THis generates in synch with the rumbling noise, but the rocks generate from positions at RANDOM times and RANDOM intervals. (I would like this interval option in milliseconds, since this is meant to be pretty action intense). THe rocks can be of up to three different templates (also randomly selected), and I would like it so that at least three ghosts are generating debris at any given time. Once the player has passed a sector, another sound is played (this is the "throw me the idol, I throw you the whip" line) and of course meanwhile the door is closing and the other has opened. Great. That's it. I may have forgotten some variable during this process, which was in my head but not down in words, so please forgivem e. But for now, if it meats with your approval, that's all I have to say! [http://forums.massassi.net/html/biggrin.gif]

/colapses with arthritis in his aching joints

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-05-31, 6:08 AM #18
Okeydoke.
*brain overloads*
[http://forums.massassi.net/html/wink.gif]

------------------
for(i = 0; i < 00; i = i + 1) Print("massassi is good");
PrintInt(i); //print the integer value of infinity
May the mass times acceleration be with you.
2004-06-01, 5:32 PM #19
Okay. Here's da c0g. Now all that should need to be done are small touch ups (I think).

btw, for the sandbag template, you just make a new template with a model "<x>.3do".
Or maybe copy one of the existing powerup templates (like the strifle) and remove the cog=*.cog parameter, then reload templates.
If you have trouble, I'm sure I or someone can quicky whip up a working template. [http://forums.massassi.net/html/smile.gif]

Code:
# Jedi Knight Cog Script
#
# A cog that activates when an item (the idol) 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.
#
# [Darth Slaw] - darthslaw@cox.net
# 6/1/04
# =======================================================================
symbols

message   startup
message   taken
message   entered
message   timer
message   arrived

############################
# Sound generation symbols #
############################
sound     SoundSourceNoise0=00industrialamb04.wav
sound     SoundSourceNoise1=00industrialamb04.wav
sound     SoundSourceNoise2=00industrialamb04.wav
flex      SoundMinRad=5.0
flex      SoundMaxRad=25.0
flex      SoundVol=1.0
thing     SoundSource0 
thing     SoundSource1 
thing     SoundSource2 
thing     SoundSource3 
thing     SoundSource4 
thing     SoundSource5 
thing     SoundSource6 
thing     SoundSource7 
thing     SoundSource8 
thing     SoundSource9 

###################
# Falling Effexts #
###################
flex      DebrisDelay=1.5
template  Debris0=+sparks
template  Debris1=+sparks
template  Debris2=+sparks
thing     DebrisGhost0 
thing     DebrisGhost1 
thing     DebrisGhost2 
thing     DebrisGhost3 
thing     DebrisGhost4 
thing     DebrisGhost5 
thing     DebrisGhost6 
thing     DebrisGhost7 
thing     DebrisGhost8 
thing     DebrisGhost9

#################
# Powerup stuff #
#################
thing     TheIdol
template  SandBag=strifle
sound     SoundGoal=accomplish1.wav                local
flex      Delay=2.0

##############
# Door Stuff #
##############
thing     DoorToClose
flex      CloseSpeed=0.1
thing     DoorToOpen
flex      OpenSpeed=1.0

sound     Rumble=16rumble01.wav
thing     RumbleGhost0
thing     RumbleGhost1
thing     RumbleGhost2
thing     RumbleGhost3
thing     RumbleGhost4
thing     RumbleGhost5
thing     RumbleGhost6
thing     RumbleGhost7
thing     RumbleGhost8
thing     RumbleGhost9

########
# Misc #
########
int       I                                        local
int       X                                        local
flex      R                                        local
int       IdolTaken=0                              local
int       LineSaid=0                               local
sector    DialogSector                             linkid=1
thing     DialogSource 
sound     GiveMeTheIdol=i00ky32z.wav

end
# =======================================================================
code
# .......................................................................
startup:
	CaptureThing(TheIdol);

Return;
# .......................................................................
taken:
	if(GetSenderRef() == TheIdol && !IdolTaken)
	{
		IdolTaken = 1;
		CreateThing(SandBag, GetLocalPlayerThing());
		PlaySoundThing(SoundGoal, GetLocalPlayerThing(), 1.0, -1, -1, 0);
		for(I = 0; I < 9; I = I + 1)
		{
			if(SoundSource0 != -1 && DebrisGhost0 != -1)
			{
				SetTimerEx(Delay, 10, I, 0);
			}
		}
		SetTimerEx(Delay, 20, 0, 0);
	}

Return;
# .......................................................................
entered:
	if(GetSenderID() == 1 && IdolTaken && !LineSaid)
	{
		CaptureThing(DoorToOpen);
		CaptureThing(DoorToClose);
		LineSaid = 1;
		Print("You throw me the idol, I throw you the whip.");
		PlaySoundPos(GiveMeTheIdol, GetThingPos(DialogSource), SoundVol, SoundMinRad, SoundMaxRad, 0);
	}

Return;
# .......................................................................
timer:
	if(GetSenderID() == 10)
	{
		if(SoundSource0[GetParam(0)] != -1)
		{
			R = Rand();
			if(R < 0.33) X = 0;
			else if(R < 0.67) X = 1;
			else X = 2;
			PlaySoundPos(SoundSourceNoise0[X], GetThingPos(SoundSource0[GetParam(0)]), SoundVol, SoundMinRad, SoundMaxRad, 0);
		}
		if(DebrisGhost0[GetParam(0)] != -1)
		{
			R = Rand();
			if(R < 0.33) X = 0;
			else if(R < 0.67) X = 1;
			else X = 2;
			CreateThing(Debris0[X], DebrisGhost0[GetParam(0)]);
		}
		SetTimerEx(Rand() * DebrisDelay, 10, GetParam(0), 0);
	}
	if(GetSenderID() == 20)
	{
		MoveToFrame(DoorToClose, 0, CloseSpeed);
		MoveToFrame(DoorToOpen, 1, OpenSpeed);
	}

Return;
# .......................................................................
arrived:
	if(GetCurFrame(DoorToOpen) == 1 && GetCurFrame(DoorToClose) == 0)
	{
		for(I = 0; I < 9; I = I + 1)
		{
			if(RumbleGhost0 != -1)
			{
				PlaySoundPos(Rumble, GetThingPos(RumbleGhost0), SoundVol, SoundMinRad, SoundMaxRad, 0x1);
			}
			ReleaseThing(DoorToClose);
			ReleaseThing(DoorToOpen);
		}
	}

Return;

end


------------------
for(i = 0; i < 00; i = i + 1) Print("massassi is good");
PrintInt(i); //print the integer value of infinity
May the mass times acceleration be with you.
2004-06-02, 7:42 AM #20
Thanks a bunch Slaw, but I don't have time to test it out now, I'm leaving for England tomorrow. I'll be back for a few days on the 15th of June - I'll try and tell you how the cog works out then. Thankyou so much though, you are truly a kind person for making this! [http://forums.massassi.net/html/smile.gif]

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-06-30, 3:16 AM #21
Daft here again! Admins, I apologize for reviving a slightly old thread, but please don't close this because it would be pointless to stop a thread that has this much code and progress on it when it's still a WIP.

Besides, I couldn't update it because I've been away on vacation and away at camp for most of June, so again, I merely request that you might let this thread revive itself instead of making me (and others) have to copy and paste back and forth between this one and a new one, which will be very irritating and hinder the progression of my level. I apologize if this causes any inconvenience.

I'm not going to post anything on here again about cog until an admin gives me the o.k. to continue, just in case. [http://forums.massassi.net/html/smile.gif]

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-07-01, 12:24 PM #22
I actually finished those two cogs then... If I can find them somewhere. Haven't tested though. Need to do that... Will do tomorrow.

------------------
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-07-03, 8:06 PM #23
Just to let you know, I haven't abandoned this project. It's just not top of the list right now. After I've finished "Somnolence" (see Showcase), I'll prol' move onto this assuming I'm not too, extremely tired. So by all means, fish out the cogs now before you lose them because I can just store them on my harddrive until I need them. Thanks.

------------------
~ Vader's Corner ~
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels

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