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ForumsCog Forum → need cog.... quick
need cog.... quick
2004-08-03, 9:26 PM #1
me and a friend are doing some experimenting on a project (which im not mentioning at this time), and we need a cog that gives an object (like kyle) a kind of weird blurred look to it when it moves, like the weird room in the level, Purgatory...if someone would show me how this can be done or how to rewrite the cog that would be awsome

------------------
Carter: "whats wrong?"
Daniel: "this tastes like chicken..."
Carter: "whats bad about that?"
Daniel: "this is supposed to be macaroni and cheese..."
I can't wait for the day schools get the money they need, and the military has to hold bake sales to afford bombs.
2004-08-04, 12:02 AM #2
OK... What is it you want. Do you want kyle to be blured? Then you'll need this HOMtest That I got from someone... If you want the whole level to be blurry, then I know the perfect COG.
Code:
# Motion Blur
#
# By Edward
# With the help of GBK
flags=0x240
symbols

message		startup
message		activated
message		pulse
message		selected

int		i=0		local

surface		z		local

end
#
code
startup:
	sleep(0.1);
	for(z=0; z<=GetSurfaceCount(); z=z+1)
	{
		If(GetFaceType(z) & 0x10) { ClearFaceType(z, 0x10); }
	}
	i=0;
	SetPulse(0.1);
return;
activated:
	if(i==0)
	{
		for(z=0; z<=GetSurfaceCount(); z=z+1)
		{
			If(GetFaceType(z) & 0x2) { SetFaceType(z, 0x10); }
			else { SetFaceType(z, 0x2); }
		}
		i=1;
		print("ON!");
		setInvActivated(GetLocalPlayerThing(),122,1);
	}
	else
	{
		for(z=0; z<=GetSurfaceCount(); z=z+1)
		{
			If(GetFaceType(z) & 0x10) { ClearFaceType(z, 0x10); }
			else { ClearFaceType(z, 0x2); }
		}
		i=0;
		print("OFF!");
		setInvActivated(GetLocalPlayerThing(),122,0);
	}
return;
pulse:
	If(GetActorFlags(GetLocalPlayerThing()) & 0x200000) { ClearActorFlags(GetLocalPlayerThing(),0x200000); SetActorFlags(GetLocalPlayerThing(),0x40000); }
	If(!(GetActorFlags(GetLocalPlayerThing()) & 0x800000)) { ClearActorFlags(GetLocalPlayerThing(),0x40000); }
return;
selected:
	print("Motion Blur");
return;
end

This here is an item's COG. But, I hope this helps you somewhat.

/Edward
Edward's Cognative Hazards

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