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ForumsCog Forum → A Possible Aid in Creating Drivable Vehicles in JK/MotS
A Possible Aid in Creating Drivable Vehicles in JK/MotS
2005-01-12, 7:56 PM #1
Code:
# Jones 3D Cog Script
#
# actor_IndyJeep.cog
#
# [RT] [MDR]
#
# Indy's script while driving the jeep.
#
# (C) 1998 LucasArts Entertainment Company LLC. All Rights Reserved
#
# ===================================================================

symbols

message		startup
message		user0
message		user1
message		boarded
message		killed
message		timer
message		pulse

# ************************** DEATH VARS *****************************

template	tpl_explosion=+jeep_exp_blast	local

template	tpl_wreckjeep=wreckjeep			local			

template	tpl_ghost=ghost					local

template	sparks=paddlesplash				local	# for tire dust

# ************************ MISC LOCAL VARS **************************

thing		indy							local
thing		t_WreckedJeep					local
thing		t_Ghost							local
vector		v_Vel							local


end

# ===================================================================

code

startup:

	indy = GetLocalPlayerThing();
	return;

# -------------------------------------------------------------------
user0:

	StartCutScene(2);
	return;
# -------------------------------------------------------------------

user1:

	EndCutScene();
	return;

# -------------------------------------------------------------------

boarded:

	CopyPlayerHolsters(GetSourceRef(), GetSenderRef());
	
	return;

# -------------------------------------------------------------------
killed:

	# If not death by poison then blow up the jeep	
	if (!BITTEST(GetParam(1), 0x100))
	{
		CreateThing(tpl_explosion, GetLocalPlayerThing());
		SetTimer(0.4);
		SetPulse(0.15);
		
	}

	return;

# -------------------------------------------------------------------
timer:

	CreateThing(tpl_explosion, GetLocalPlayerThing());
	t_WreckedJeep = CreateThing(tpl_wreckjeep, GetLocalPlayerThing());
	v_Vel = GetThingVel(GetLocalPlayerThing());
	SetThingVel(t_WreckedJeep, v_Vel);
	SetThingFlags(GetLocalPlayerThing(), 0x80000);
	SetPulse(0.0);
	return;

# -------------------------------------------------------------------
pulse:
	CreateThing(tpl_explosion, GetLocalPlayerThing());
	return;

end

This cog, in case you didn't notice is from Indiana Jones and the Infernal Machine. I extracted it using ConMan. I don't know the exact legal impliactions, but I assume it's ok to look at it. >.> <.<

Anyway, I was wondering if someone could make something of this (someone who knows cog, unlike me) and perhaps even base their own version for JK/MotS off of this. I know IM probably has a lot of cog variable unfamiliar and new to JK, but they are still more or less the same game. It seems to me that the character model temporarily ceases to exist, and a new 3do is created after the animation of the player stepping into the vehicle is played. The jeep or vehicle or whatever, is essentially a wlakplayer which doesn't have animated legs, makes a different noise when running on surfaces, and has osme altered physics, as well as the inability to jump or swim. Otherwise, the two seems the same. I'm sure someone could tell me if I'm even on the right track here, and even more importantly, can anyone create a cog for JK based off of this? THat would be sweet! :D
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2005-01-12, 8:14 PM #2
From the looks of it, it's just the death script (it tells the game what to do when the jeep dies) It has nothing to make the jeep useable

Could you extract all the cogs and maybe zip them for us <.< >.>

(I didn't say that...)
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-01-13, 12:17 AM #3
It's a waste of time to look at TIM cogs. (I myself gorged 6 hours one day just looking at the demo ones alone) There's lot's of verbs worth killing for (AttachThingToThingMesh(), CreatePolyLine(), SetSpriteAlpha()) but once the realization of the EULA and no Multiplayer set in, you're left with such a shallow feeling for JK Editing, that you wanna shoot yourself for looking at any TIM cog at all. (And it makes me wanna port all my shiza to MotS :p)

As for a drivable vehicle using JKs verbs, hasn't someone already done one by now, and it's download location is just poorly referenced? :confused:
-Hell Raiser
2005-01-13, 1:32 AM #4
I do have a workin driveablev...cog (by Chris Swan)
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2005-01-13, 5:34 AM #5
Yeah, this appears to be a simple script to handle deaths while in the jeep. If Indy uses cogscript to handle the drivable jeep, then I'm afraid this is not that cogscript. I suspect that Indy either uses a hardcoded system to do the work, or more likely a set of hardcoded verbs that essentially do all the work.
-El Scorcho

"Its dodgeball time!" -Stormy Waters
2005-01-13, 5:51 AM #6
If I remember correctly, it puts playeraction: to shame. :(
-Hell Raiser

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