Code:
# Jedi Knight Cog Script # # 3do flicker cog clone # # [gbk] # # This Cog is Not supported by LucasArts Entertainment Co flags=0x240 symbols message startup message pulse thing thing0=-1 thing thing1=-1 thing thing2=-1 thing thing3=-1 thing thing4=-1 thing thing5=-1 thing thing6=-1 thing thing7=-1 thing thing8=-1 thing thing9=-1 vector vec0 local vector vec1 local vector vec2 local vector vec3 local vector vec4 local vector vec5 local vector vec6 local vector vec7 local vector vec8 local vector vec9 local template temp0 local template temp1 local template temp2 local template temp3 local template temp4 local template temp5 local template temp6 local template temp7 local template temp8 local template temp9 local flex pulserate=0.1 int used=0 local int i local end # ================================================== code # ....................................................................... startup: for(i = 0; i < 10; i = i + 1) { if(thing0 != -1) { //get needed unchanging properties of the things vec0 = GetThingPos(thing0); temp0 = GetThingTemplate(thing0); used = used + 1; //get total number of thing slots used } } SetPulse(pulserate); Stop; # ....................................................................... pulse: // destroy things for(i = 0; i < used; i = i + 1) if(thing0 != -1) DestroyThing(thing0); // create them again for(i = 0; i < used; i = i + 1) { thing0 = CreateThingAtPos(temp0, GetThingSector(GetLocalPlayerThing()), vec0, '0 0 0'); if(thing0 == -1) Print("thing creation failure"); } Stop; # ....................................................................... end
The hellcat variation doesn't seem to work at all. This one works flawlessly except for on thing. If I'm floating in water (at the surface), the object specified in the cog, does not render at all.
Please help me someone. A lot is riding on this cog. Thanks.
"The solution is simple."