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."



