Trying to make my own dandy little elevator cog. Each surface is linkid'ed to the next frame the lift should move to. i.e., when the down6 button is pressed, doora0 and doorb0 close, it moves to frame 1, and then doora1 and doorb1 open.
Everything works fine until I get to frame 1. Then doora1 opens, doorb0 opens, and doorb1 remains closed. What am I doing wrong here?
Code:
# Jedi Knight Cog Script
#
# filename.cog
#
# Description
#
#
# This Cog is Not supported by LucasArts Entertainment Co
symbols
message activated
thing lift
thing doora0 // 6th-floor door
thing doorb0 // 6th-floor door
thing doora1 // 5th-floor door
thing doorb1 // 5th-floor door
surface call6 linkid=0 // 6th-floor call button
surface call5 linkid=1 // 5th-floor call button
surface down6 linkid=1 // 6th-floor down button
surface down5 linkid=2 // 5th-floor down button
surface up5 linkid=0 // 5th-floor up button
sound elev_stop=df_elev2-3.wav local
int idgetr=0 local
int previd=0 local
end
#=======================================
code
activated:
idgetr=GetSenderID();
previd=idgetr-1;
if (GetCurFrame(lift) == idgetr) {
PlaySoundThing(elev_stop, lift, 1.0, -1, -1, 0x0);
return;
}
else {
Sleep(3.0);
MoveToFrame(doora0[previd], 0, 2);
MoveToFrame(doorb0[previd], 0, 2);
WaitForStop(doora0[previd]);
Sleep(1.75);
MoveToFrame(lift, idgetr, 3);
WaitForStop(lift);
Sleep(1.75);
MoveToFrame(doora0[idgetr], 1, 2);
MoveToFrame(doorb0[idgetr], 1, 2);
return;
}
# ........................................................................................
endEverything works fine until I get to frame 1. Then doora1 opens, doorb0 opens, and doorb1 remains closed. What am I doing wrong here?
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
- you then end up with a -1 number for an (invalid) frame target.