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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Why Won't the Ships Fly!? :confused: !!!
Why Won't the Ships Fly!? :confused: !!!
2001-01-30, 11:34 PM #1
ive been trying to get these tiefighters to fly at the beginning of my level and ive used the right cogs and trajedi but they wont move AT ALL!!! ive got a single ship to fly ... so im baffled why they wont , maybe my level is cursed
2001-02-02, 4:01 PM #2
Your first post here I see. Welcome. Unfortunately you have come at a time when your question might not get seen by many people due to problems with the server switch.

I have'nt messed with trajedi much. If you can't get it to work you might try to get them to fly by using a cog and frames (see the MotS cutscenes tutorial).

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"Sometimes nothing can be a real cool hand."
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Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
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2001-02-03, 3:26 PM #3
Is this sp or mp. I believe you have to place the 3do somewhere in the level for mp to be able to create it...And are you using ghosts? Level 8 of JK has some timebombers that fly around...Maybe you can impliment your idea doing it the way they do in that level. Try these cogs...

01tiebomber
08tiebomber
08tiebomber3

Ive seen them work on the start up of a level with this cog from JK

18_cratepuzz.cog
-JLAW
heywhereyou@hotmail.com
2001-02-03, 3:55 PM #4
Or you could use Puppet Jedi and make .key files for the ships.

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Z ziemi włoskiej do Polski,
Za twoim przewodem
Złączym się z narodem.
2001-02-05, 6:43 AM #5
Definitely use PuppetJedi if you want to use a complex movement pattern.

Occasionally, a 3do will not move at all when you are trying to play a key for it even though the key tests out fine in PuppetJedi. In such a circumstance, try altering the values in the PlayKey cog verb.

If you just want a simple movement pattern, just move the ship through frames with the MoveToFrame cog verb.

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"Dead Reckoning and now Dead Reckoning 2"
Dead Reckoning
2001-02-05, 11:21 AM #6
The cogs that run the TIE bomber in level 8 of JK is one of the most complicated cog setups I've ever seen. The cogs actually uses vectors to dictate some of the ship's movement. [http://forums.massassi.net/html/eek.gif]

I'd suggest anything else, especially if you're still kinda new to editing.

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2001-02-06, 1:25 PM #7
Well i got it to work with that puzzle cog...I was copying the implimentation of a fine multiplayer level "AssassinsTG.gob"

This is based on simple motions.
-JLAW
heywhereyou@hotmail.com

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