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ForumsCog Forum → OK... Here's a good one for you all...
OK... Here's a good one for you all...
2004-08-04, 11:16 AM #1
Hi!
I make this level/project, and I leave it alone for quite sometime (let's say half a year). I return to it, play a bit, find something's missing. I open the COG, add 10 new symbols and a few lines of code to go with them, try the game again, and guess what happens.

No...
No...
No...

Nothing has changed! It is as if I never changed the COG. Yes, I refreshed the COG place, added what was needed to be added, and nothing! I thought I did a mistake in a code line so I tried for some test prints. They didn't show! Like if I never put them there!
Here's the COG:
Code:
# Fly a ship 2.
#
# By Edward
flags=0x240
symbols

message		startup
message		activated
message		damaged
message		touched
message		pulse
message		trigger
message		timer
message		removed
message		speed

thing		ship		local
thing		startpos
thing		hidden
thing		player		local

template	smoke
template	shippy

thing		look		local
template	looker=+bryarbolt	local
template	fireone0
template	fireone1
template	fireone2
template	fireone3
template	fireone4
template	fireone5
template	fireone6
template	fireone7
template	fireone8
template	fireone9
template	fireone10
template	firetwo

sound		fireonesnd
sound		firetwosnd

surface		firea0		mask=0xFFF
surface		firea1		mask=0xFFF
surface		firea2		mask=0xFFF
surface		firea3		mask=0xFFF
surface		firea4		mask=0xFFF
surface		firea5		mask=0xFFF
surface		fireb		mask=0xFFF

sound		engine
sound		inengine

int		in=0		local

int		ch1=1		local
int		ch2=2		local

flex		gas=0		local
flex		gasx=0		local
flex		gass=0		local
vector		randomvec		local

int		i		local

int		trigging
int		mores=0		local

thing		gh		local
thing		gh2		local
template	ghost

vector		vec				local
flex		speedy				local
flex		newlvec				local
flex		lvecdist			local
flex		oldlvec				local
flex		lookvec				local
flex		speedflex			local
int		boostvar=0			local

end
#
code
startup:
	sleep(4);
	ship=CreateThing(shippy,startpos);
	captureThing(ship);
return;
activated:
	if(GetSenderRef()==ship)
	{
		if(in==1) return;
		player=GetSourceRef();
		ch2=PlaySoundLocal(inengine,.5,0,0x1);
		SetActorFlags(player,0x8);
		SetCameraFocus(0,ship);
		SetCameraFocus(1,ship);
		SendTrigger(-1,trigging,player,0,0,0);
	}
	else
	{
		if(in==0) return;
		ChangeSoundPitch(ch2,0.1,3);
		SetTimerEx(1,10,0,0);
		SendTrigger(-1,trigging,-1,0,0,0);
	}
return;
pulse:
	SetInv(player, 11, 100);   // Energy
	SetInv(player, 12, 100);   // Power
	SetInv(player, 15, 30);   // Railcharges
	SetInv(player, 8, 30);   // Sequencer charges
	SetInv(player, 4, 30);   // TD
	SetInv(player, 9, 1);   // Concussion Rifle
	SetInv(player, 7, 1);
	SetInv(player, 5, 1); 
	SetInv(player, 3, 1); 
	SetInv(player, 2, 1);   
	SetInv(player, 1, 1);
	SetInv(player, 10, 1);  
	gas=VectorY(GetThingThrust(player))/4;
	gasx=VectorX(GetThingThrust(player));
	gass=gass+gas;
	look = FireProjectile(player, looker, -1, 8, '0 0 0', '0 0 0', 1, 0x0, 0, 0);
	SetThingLook(ship, GetThingLVec(look));
	//SetThingVel(ship, VectorScale(GetThingLVec(ship), gass));
	call speed;
	DestroyThing(look);
	DetachThing(ship);
        FireProjectile(ship,smoke,-1,-1,'0 -.1 0','0 0 0',0,0,0,0);
	printflex(gas);
	printflex(gass);
	printflex(speedy);
	printvector(GetThingLVec(ship));
	jkPrintUniString(-1, trigging);
	if(gass<0)
	{
		ChangeSoundPitch(ch1,-(gass/10),0.01);
		ChangeSoundPitch(ch2,-(gass/10),0.01);
	}
	else
	{
		ChangeSoundPitch(ch1,gass/10,0.01);
		ChangeSoundPitch(ch2,gass/10,0.01);
	}
return;
damaged:
	for(i=0; i<6; i=i+1)
	{
		if(GetSenderRef()==firea0)
		{
			KillTimerEx(4);
			if(mores!=0) { randomvec=RandVec(); } else { randomvec=VectorSet(0,0,0); }
			FireProjectile(ship,fireone0[GetCurWeapon(player)],fireonesnd,-1,randomvec,randomvec,gass+0.01,1,0,0);
			mores=1;
			SetTimerEx(.1,4,0,0);
		}
	}
return;
touched:
	if(GetSenderRef()==fireb)
	{
		FireProjectile(ship,firetwo,firetwosnd,-1,'0 0 0','0 0 0',gass+0.01,1,0,0);
	}
return;
trigger:
	if(GetSourceRef()!=trigging) return;
	if(GetParam(0)!=-1) player=GetParam(0);
	if(in==0)
	{
		SetPulse(0.01);
		ClearPhysicsFlags(ship,1);
		ch1=PlaySoundThing(engine,ship,1,1,10,0x81);
		teleportThing(player,hidden);
		in=1;
		gas=0;
		gasx=0;
		gass=0;
	}
	else if(in==1)
	{
		in=2;
		SetPhysicsFlags(ship,1);
		gas=0;
		gasx=0;
		gass=0;
		ChangeSoundPitch(ch1,0.1,1);
		StopSound(ch1,1);
		SetPulse(0);
	printflex(gas);
	printflex(gass);
	print("+========+");
	printvector(GetThingLVec(ship));
	jkPrintUniString(-1, trigging);
		sleep(1);
		TeleportThing(player,ship);
		in=0;
	}
return;
timer:
	if(GetSenderID()==10)
	{
		SetCameraFocus(0,player);
		SetCameraFocus(1,player);
		StopSound(ch2,0.1);
		ClearActorFlags(player,0x8);
	}
	else if(GetSenderID()==4)
	{
		mores=0;
	}
return;
removed:
	if(GetSenderRef()==ship)
	{
		TeleportThing(player,ship);
		ship=CreateThing(shippy,startpos);
		gas=0;
		gasx=0;
		gass=0;
		ChangeSoundPitch(ch1,0.1,1);
		StopSound(ch1,1);
		SetPulse(0);
	}
return;
#------------------------------------------------------------
speed:// Apply force to the missile, and slow it down when it turns so much.
#SaberMaster's work. MW...

	vec=GetThingVel(ship);
	speedy=VectorLen(vec);
	newlvec=Getthinglvec(ship);
	lvecdist=VectorDist(newlvec, oldlvec);
	oldlvec=newlvec;
		if(speedy > gass && lvecdist > 0.1) Setthingvel(ship, VectorScale(vec, .75));
		ApplyForce(ship, VectorScale(newlvec, gass));

Return;
#------------------------------------------------------------

end


[edit] The changes would be the fireone array and the part between KillTimerEx() and SetTimerEx() in the damaged message

/Edward


[This message has been edited by Edward (edited August 04, 2004).]
Edward's Cognative Hazards
2004-08-05, 4:29 PM #2
Try removing some symbols (use the loadtemplate verbs to remove some template symbols, if possible) Also, look for unused variables and remove them as well.

------------------
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2004-08-06, 11:39 PM #3
Nothing changed! Like if I never took them away... ... ... Simply because the BAT file was linked to the backup! *Hits head on screen* *get statick.headache pasted on forehead*

/Edward
Edward's Cognative Hazards

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