XxWinnaRxX Posted May 5, 2002 Share Posted May 5, 2002 I've posted this at Massassi, but nobody seems to care about JK much anymore. It takes two or three forums to get the same effect as one. Anyway, I'm making a really spiffy JK mod. Force Well handles wall runs. This cog will not work. Hell Raiser of the TDiR team couldn't figure out why it wouldn't work either, I hope it's something totally easy to fix. ------------------------------- # Jedi Knight Cog Script # # FORCE_WELL.COG # # JEDI RANK Script # Bin 20 # # The rank of a Jedi determines his mana regeneration rate. # # [YB] # # © 1997 LucasArts Entertainment Co. All Rights Reserved symbols thing player local int limit message startup message pulse end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Sleep(1.0); SetPulse(0.001); Limit = 0.5; pthrust = getthingthrust(player); Return; # ........................................................................................ pulse: // don't do anything if the player is currently dead if(GetThingHealth(player) < 1) Return; if(vectorX(pthrust) > limit || vectorY(pthrust) > limit || vectorZ(pthrust) > limit) { setphysicsflags(player, 0xD0); } else if(vectorX(pthrust) < limit || vectory(pthrust) < limit || vectorz(pthrust) < limit) { Clearphysicsflags(player, 0x90); } Return; end ----------------------- SetPhysicsFlags(player, 0xd0) = Walking on walls on. Clearphysicsflags(player, 0x90) = walking on walls off. I know that the limit int is a little too low, but that's for testing, provided I ever get the thing to work. -_- Help is greatly appreciated. Link to comment Share on other sites More sharing options...
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