GOB  )Øúbuild3.txtÒÄpatchinfo.txt–ÿmisc\sithstrings.uni•#Ú0ui\credits.unioTrcog\force_blinding.cogáiÇ cog\force_persuasion.cog¨vœcog\force_throw.cogD‰cog\item_bacta.cogEŒâcog\item_fieldlight.cog'•_cog\item_irgoggles.cog†§x,cog\kyle.cogþÓ cog\weap_bryar.cog ë‘cog\weap_concrifle.cog›I$cog\weap_crossbow.cogä+cog\weap_fists.cogô@¿cog\weap_raildet.cog³\ý?cog\weap_saber.cog°œ¡cog\weap_seqcharge.cogQ´Îcog\weap_strifle.cogËócog\weap_thermdet.cogëY#cog\weap_repeater.cogkÒ'misc\items.dat=6¼cog\force_destruction.cogù<! cog\force_heal.cogJcog\force_lightning.cog§ZÝcog\force_absorb.cog„m±%cog\force_pull.cog5“Äcog\force_seeing.cogù¤ cog\force_speed.cog³Ýcog\force_absorb.cogàÅucog\force_deadlysight.cogUܼcog\force_destruction.cogãG#cog\force_grip.cogX! cog\force_heal.cogy cog\force_jump.cog‚(cog\force_lightning.cog9;cog\force_protection.cogJL±%cog\force_pull.cogûqÄcog\force_seeing.cog¿ƒ cog\force_speed.cogÉ‘»©ui\jkstrings.uni============================================================================================ ============================================================================================ BUILD3 Beta CREATED BY: EAH_Triscuit ============================================================================================ ============================================================================================ FOCE POWERS: Force Absorb - N/A Force Grip - N/A Force Lightning - N/A Force Destruction - N/A Force Jump - N/A Force heal - N/A Force throw - Target Someone and give them Fly/God. Force Protection - N/A Force Pull - N/A Force Blind - Target Someone and remove Fly/God. Force Persuation - Everyone FLY/GOD. Leave this running if you want EVERYONE to have Fly/God. Force Seeing - N/A Force Well - N/A Force Speed - N/A WEAPONS: Fists - Tunnel Builder Strifle - Circle Builder Bryer - Delete Gun Thermal Detonator - Decorative Builder Repeator - Block Builder Crossbow - Wall Builder Rail Detonator - Bridge Builder Sequencer Charges - Barrel Builder Concussion Rifle - Ship Builder Light Saber - Enhanced Saber ITEMS: Feild Light - Phantom Toggle Bacta - Instant Respawn IR Goggles - Fly/God Toggle MISC: Kyle - Template Selector, Minor Anti's, All Weapons Name=BUILD3 Beta Type=HACKS Description=A collection of cogs designed to BUILD, that pass checksum. Author=EAH_Triscuit Email=ben_is_a_stud@hotmail.com Home Page=http://eah-triscuit.com MSGS 128 # <--- DON'T FORGET TO UPDATE THIS COUNT # BUILD Sith Strings Created By EAH TRISCUIT # "" "" #*************************** # Error Messages #*************************** "ERROR" 0 "Error" #*************************** # General Messages #*************************** "ON" 0 "On" "OFF" 0 "Off" #*************************** # Gameplay Messages #*************************** "PRESS_ACTIVATE_TO_RESTORE" 0 "Press FIRE to restore last saved position" "PRESS_ACTIVATE_TO_RESTART" 0 "Press FIRE to restart this level." "PRESS_ACTIVATE_TO_RESPAWN" 0 "Press FIRE to return to the game" "GAME_SAVED" 0 "Game saved." "%s_IS_%s" 0 "%s is %s" "FLYING_ON" 0 "Fly mode on" "FLYING_OFF" 0 "Fly mode off" "RECORDING_OPENED" 0 "Recording opened" "RECORDING_CLOSED" 0 "Recording closed" #*************************** # Multiplayer Messages #*************************** "%s_HAS_LEFT_THE_GAME" 0 "%s has left the game" "%s_HAS_JOINED_THE_GAME" 0 "%s has come to build" "%s_SAYS_%s" 0 "%s says, '%s'" "%s_WAS_KILLED_BY_%s" 0 "%s was killed by %s" "%s_DIED" 0 "%s died" "%s_COMMITTED_SUICIDE0" 0 "%s is now building in heaven." "%s_COMMITTED_SUICIDE1" 0 "%s may be dead, but his buildings live on." "%s_COMMITTED_SUICIDE2" 0 "%s is DEAD, DEAD, DEAD." "%s_COMMITTED_SUICIDE3" 0 "%s died well, learn from his example." "SERVER_LEFT_GAME" 0 "Server has left game. Exiting..." "MULTI_TIMELIMIT" 0 "Time limit reached -- end of level" "MULTI_SCORELIMIT" 0 "Score limit reached -- end of level" "MULTI_EJECTED" 0 "Damn you pissed somone off -- Ejected from game" END MSGS 456 # <--- DON'T FORGET TO UPDATE THIS COUNT # "CREDITS_font_num" # BUILD3 Special Credits Created By EAH TRISCUIT "CREDITS_big_1" 0 "BUILD3 BETA" "CREDITS_big_2" 0 "Credits" "CREDITS_big_3" 0 "" "CREDITS_small_4" 0 "Project Concept" "CREDITS_big_5" 0 "EAH_Triscuit" "CREDITS_big_6" 0 "" "CREDITS_ small_7" 0 "BUILD3 Gob Assembly " "CREDITS_big_8" 0 "EAH_Triscuit" "CREDITS_big_9" 0 "" "CREDITS_ small_10" 0 "" "CREDITS_big_11" 0 "" "CREDITS_big_12" 0 "" "CREDITS_ small_13" 0 "" "CREDITS_big_14" 0 "" "CREDITS_big_15" 0 "" "CREDITS_ small_16" 0 "" "CREDITS_big_17" 0 "" "CREDITS_big_18" 0 "" "CREDITS_small_408" 0 "" "CREDITS_big_19" 0 "" "CREDITS_big_20" 0 "" "CREDITS_small_21" 0 "New JK Strings" "CREDITS_big_22" 0 "EAH_Triscuit" "CREDITS_big_23" 0 "" "CREDITS_small_24" 0 "Sith Strings" "CREDITS_big_25" 0 "EAH_Triscuit" "CREDITS_big_26" 0 "" "CREDITS_small_30" 0 "Credits" "CREDITS_big_31" 0 "EAH_Triscuit" "CREDITS_big_32" 0 "" "CREDITS_small_27" 0 "" "CREDITS_big_28" 0 "" "CREDITS_big_29" 0 "" "CREDITS_small_33" 0 "" "CREDITS_big_34" 0 "" "CREDITS_big_35" 0 "" "CREDITS_small_36" 0 "Bacta" "CREDITS_big_37" 0 "EAH_Triscuit" "CREDITS_big_38" 0 "" "CREDITS_small_39" 0 "Fists" "CREDITS_big_40" 0 "EAH_Triscuit" "CREDITS_big_41" 0 "" "CREDITS_small_42" 0 "Storm Trooper Rifle" "CREDITS_big_43" 0 "EAH_Triscuit" "CREDITS_big_44" 0 "" "CREDITS_small_45" 0 "Bryer Gun" "CREDITS_big_46" 0 "EAH_Triscuit" "CREDITS_big_409" 0 "" "CREDITS_small_47" 0 "Kyle" "CREDITS_big_48" 0 "EAH_Triscuit" "CREDITS_big_49" 0 "" "CREDITS_small_50" 0 "" "CREDITS_big_51" 0 "" "CREDITS_big_52" 0 "" "CREDITS_small_53" 0 "" "CREDITS_big_54" 0 "" "CREDITS_big_55" 0 "" "CREDITS_small_56" 0 "" "CREDITS_big_57" 0 "" "CREDITS_big_58" 0 "" "CREDITS_small_59" 0 "" "CREDITS_big_60" 0 "" "CREDITS_big_61" 0 "" "CREDITS_small_62" 0 "Force Throw" "CREDITS_big_63" 0 "EAH_Triscuit" "CREDITS_big_64" 0 "" "CREDITS_small_65" 0 "" "CREDITS_big_66" 0 "" "CREDITS_big_67" 0 "" "CREDITS_small_68" 0 "IR Goggles" "CREDITS_big_69" 0 "EAH_CLOWN / EAH_Triscuit" "CREDITS_big_70" 0 "" "CREDITS_small_71" 0 "Thermal Detonator" "CREDITS_big_72" 0 "EAH_Triscuit" "CREDITS_big_410" 0 "" "CREDITS_small_73" 0 "Repeator" "CREDITS_big_74" 0 "EAH_Triscuit" "CREDITS_big_75" 0 "" "CREDITS_small_76" 0 "Rail Detonator" "CREDITS_big_77" 0 "EAH_Triscuit" "CREDITS_big_78" 0 "" "CREDITS_small_79" 0 "" "CREDITS_big_80" 0 "" "CREDITS_big_81" 0 "" "CREDITS_small_82" 0 "" "CREDITS_big_83" 0 "" "CREDITS_big_84" 0 "" "CREDITS_small_85" 0 "" "CREDITS_big_86" 0 "" "CREDITS_big_87" 0 "" "CREDITS_small_88" 0 "Force Blind" "CREDITS_big_89" 0 "EAH_Triscuit" "CREDITS_big_90" 0 "" "CREDITS_small_91" 0 "Force Persuation" "CREDITS_big_92" 0 "EAH_Triscuit" "CREDITS_big_93" 0 "" "CREDITS_small_94" 0 "" "CREDITS_big_95" 0 "" "CREDITS_big_96" 0 "" "CREDITS_small_97" 0 "Field Light" "CREDITS_big_98" 0 "EAH_Triscuit" "CREDITS_big_99" 0 "" "CREDITS_small_100" 0 "Sequencer Charges" "CREDITS_big_101" 0 "EAH_Triscuit" "CREDITS_big_102" 0 "" "CREDITS_small_407" 0 "Concussion Rifle" "CREDITS_big_103" 0 "EAH_Triscuit" "CREDITS_big_104" 0 "" "CREDITS_small_105" 0 "Light Saber" "CREDITS_big_106" 0 "EAH_Triscuit" "CREDITS_big_107" 0 "" "CREDITS_small_108" 0 "" "CREDITS_big_109" 0 "" "CREDITS_big_110" 0 "" "CREDITS_small_111" 0 "Cross Bow" "CREDITS_big_411" 0 "EAH_Triscuit" "CREDITS_big_112" 0 "" "CREDITS_big_113" 0 "" "CREDITS_big_114" 0 "" "CREDITS_big_115" 0 "" "CREDITS_small_116" 0 "For More Hax Created By The EAH_Triscuit" "CREDITS_small_117" 0 "Please Visit This Web Sits" "CREDITS_big_118" 0 "" "CREDITS_big_119" 0 "" "CREDITS_big_120" 0 "Triscuit's Cogs" "CREDITS_small_121" 0 "http://eah-triscuit.com" "CREDITS_big_122" 0 "" "CREDITS_big_123" 0 "Other Sites I recommend:" "CREDITS_small_124" 0 "" "CREDITS_big_125" 0 "" "CREDITS_big_126" 0 "EAH CL0wN's Web Site" "CREDITS_small_127" 0 "http://www.xx6xx.cjb.net" "CREDITS_big_128" 0 "" "CREDITS_big_129" 0 "Wacko's Hell Hole" "CREDITS_small_130" 0 "http://eahwacko.cjb.net" "CREDITS_big_131" 0 "" "CREDITS_big_132" 0 "" "CREDITS_big_133" 0 "" "CREDITS_big_134" 0 "" "CREDITS_big_135" 0 "" "CREDITS_big_136" 0 "" "CREDITS_big_137" 0 "" "CREDITS_big_138" 0 "" "CREDITS_big_412" 0 "" "CREDITS_big_139" 0 "" "CREDITS_big_140" 0 "" "CREDITS_big_141" 0 "" "CREDITS_big_142" 0 "" "CREDITS_big_143" 0 "" "CREDITS_big_144" 0 "" "CREDITS_big_145" 0 "" "CREDITS_big_146" 0 "" "CREDITS_small_147" 0 "" "CREDITS_small_148" 0 "" "CREDITS_small_149" 0 "" "CREDITS_small_150" 0 "" "CREDITS_small_151" 0 "" "CREDITS_small_152" 0 "" "CREDITS_small_153" 0 "" "CREDITS_small_154" 0 "" "CREDITS_small_155" 0 "" "CREDITS_small_156" 0 "" "CREDITS_small_157" 0 "" "CREDITS_small_158" 0 "" "CREDITS_small_159" 0 "" "CREDITS_small_160" 0 "" "CREDITS_small_161" 0 "" "CREDITS_big_162" 0 "" "CREDITS_big_163" 0 "" "CREDITS_small_164" 0 "" "CREDITS_big_165" 0 "" "CREDITS_big_166" 0 "" "CREDITS_big_167" 0 "" "CREDITS_small_168" 0 "" "CREDITS_big_169" 0 "" "CREDITS_big_170" 0 "" "CREDITS_small_171" 0 "" "CREDITS_big_172" 0 "" "CREDITS_small_173" 0 "" "CREDITS_small_413" 0 "" "CREDITS_small_414" 0 "" "CREDITS_big_295" 0 "" "CREDITS_small_296" 0 "" "CREDITS_big_297" 0 "" "CREDITS_small_298" 0 "" "CREDITS_small_299" 0 "" "CREDITS_small_301" 0 "" "CREDITS_small_302" 0 "" "CREDITS_small_311" 0 "" "CREDITS_small_303" 0 "" "CREDITS_small_304" 0 "" "CREDITS_small_305" 0 "" "CREDITS_small_306" 0 "" "CREDITS_small_422" 0 "" "CREDITS_small_447" 0 "" "CREDITS_small_307" 0 "" "CREDITS_small_308" 0 "" "CREDITS_small_424" 0 "" "CREDITS_small_309" 0 "" "CREDITS_small_439" 0 "" "CREDITS_small_441" 0 "" "CREDITS_small_425" 0 "" "CREDITS_small_448" 0 "" "CREDITS_small_310" 0 "" "CREDITS_small_426" 0 "" "CREDITS_small_445" 0 "" "CREDITS_big_440" 0 "" "CREDITS_big_455" 0 "" "CREDITS_big_427" 0 "" "CREDITS_big_312" 0 "" "CREDITS_big_428" 0 "" "CREDITS_big_313" 0 "" "CREDITS_big_429" 0 "" "CREDITS_big_434" 0 "" "CREDITS_big_438" 0 "" "CREDITS_big_314" 0 "" "CREDITS_big_430" 0 "" "CREDITS_big_435" 0 "" "CREDITS_big_456" 0 "" "CREDITS_big_444" 0 "" "CREDITS_big_315" 0 "" "CREDITS_big_449" 0 "" "CREDITS_big_431" 0 "" "CREDITS_big_446" 0 "" "CREDITS_big_316" 0 "" "CREDITS_small_317" 0 "" "CREDITS_big_318" 0 "" "CREDITS_big_319" 0 "" "CREDITS_small_320" 0 "" "CREDITS_big_321" 0 "" "CREDITS_big_322" 0 "" "CREDITS_small_323" 0 "" "CREDITS_big_324" 0 "" "CREDITS_big_432" 0 "" "CREDITS_big_325" 0 "" "CREDITS_big_433" 0 "" "CREDITS_big_326" 0 "" "CREDITS_big_327" 0 "" "CREDITS_small_328" 0 "" "CREDITS_big_329" 0 "" "CREDITS_big_330" 0 "" "CREDITS_small_331" 0 "" "CREDITS_big_332" 0 "" "CREDITS_big_333" 0 "" "CREDITS_big_417" 0 "" "CREDITS_big_174" 0 "" "CREDITS_big_175" 0 "" "CREDITS_small_176" 0 "" "CREDITS_big_177" 0 "" "CREDITS_big_178" 0 "" "CREDITS_small_179" 0 "" "CREDITS_big_180" 0 "" "CREDITS_big_181" 0 "" "CREDITS_small_182" 0 "" "CREDITS_big_183" 0 "" "CREDITS_big_184" 0 "" "CREDITS_small_185" 0 "" "CREDITS_big_186" 0 "" "CREDITS_big_187" 0 "" "CREDITS_small_188" 0 "" "CREDITS_big_189" 0 "" "CREDITS_big_190" 0 "" "CREDITS_small_191" 0 "" "CREDITS_big_192" 0 "" "CREDITS_big_193" 0 "" "CREDITS_small_194" 0 "" "CREDITS_big_195" 0 "" "CREDITS_big_196" 0 "" "CREDITS_small_197" 0 "" "CREDITS_big_198" 0 "" "CREDITS_big_199" 0 "" "CREDITS_small_200" 0 "" "CREDITS_big_201" 0 "" "CREDITS_big_202" 0 "" "CREDITS_small_203" 0 "" "CREDITS_big_204" 0 "" "CREDITS_big_205" 0 "" "CREDITS_small_206" 0 "" "CREDITS_big_207" 0 "" "CREDITS_big_208" 0 "" "CREDITS_small_209" 0 "" "CREDITS_big_210" 0 "" "CREDITS_big_211" 0 "" "CREDITS_small_212" 0 "" "CREDITS_big_213" 0 "" "CREDITS_big_214" 0 "" "CREDITS_small_215" 0 "" "CREDITS_big_216" 0 "" "CREDITS_big_450" 0 "" "CREDITS_small_451" 0 "" "CREDITS_big_452" 0 "" "CREDITS_big_453" 0 "" "CREDITS_big_454" 0 "" "CREDITS_big_218" 0 "" "CREDITS_big_219" 0 "" "CREDITS_small_220" 0 "" "CREDITS_big_221" 0 "" "CREDITS_big_222" 0 "" "CREDITS_small_223" 0 "" "CREDITS_big_224" 0 "" "CREDITS_big_225" 0 "" "CREDITS_small_226" 0 "" "CREDITS_big_227" 0 "" "CREDITS_big_228" 0 "" "CREDITS_small_229" 0 "" "CREDITS_big_230" 0 "" "CREDITS_big_231" 0 "" "CREDITS_small_232" 0 "" "CREDITS_big_233" 0 "" "CREDITS_big_234" 0 "" "CREDITS_small_235" 0 "" "CREDITS_big_236" 0 "" "CREDITS_big_237" 0 "" "CREDITS_small_238" 0 "" "CREDITS_big_239" 0 "" "CREDITS_big_240" 0 "" "CREDITS_small_241" 0 "" "CREDITS_big_242" 0 "" "CREDITS_big_243" 0 "" "CREDITS_small_244" 0 "" "CREDITS_big_245" 0 "" "CREDITS_big_246" 0 "" "CREDITS_small_247" 0 "" "CREDITS_big_248" 0 "" "CREDITS_big_249" 0 "" "CREDITS_small_250" 0 "" "CREDITS_big_251" 0 "" "CREDITS_big_252" 0 "" "CREDITS_small_253" 0 "" "CREDITS_big_254" 0 "" "CREDITS_big_255" 0 "" "CREDITS_small_256" 0 "" "CREDITS_big_257" 0 "" "CREDITS_big_258" 0 "" "CREDITS_small_259" 0 "" "CREDITS_big_260" 0 "" "CREDITS_big_261" 0 "" "CREDITS_small_262" 0 "" "CREDITS_big_263" 0 "" "CREDITS_big_264" 0 "" "CREDITS_small_265" 0 "" "CREDITS_big_266" 0 "" "CREDITS_big_267" 0 "" "CREDITS_small_268" 0 "" "CREDITS_big_269" 0 "" "CREDITS_big_270" 0 "" "CREDITS_small_271" 0 "" "CREDITS_big_272" 0 "" "CREDITS_big_273" 0 "" "CREDITS_small_274" 0 "" "CREDITS_big_275" 0 "" "CREDITS_big_276" 0 "" "CREDITS_small_277" 0 "" "CREDITS_big_278" 0 "" "CREDITS_big_279" 0 "" "CREDITS_small_280" 0 "" "CREDITS_big_281" 0 "" "CREDITS_big_282" 0 "" "CREDITS_small_283" 0 "" "CREDITS_big_284" 0 "" "CREDITS_big_285" 0 "" "CREDITS_small_286" 0 "" "CREDITS_big_287" 0 "" "CREDITS_big_288" 0 "" "CREDITS_small_289" 0 "" "CREDITS_big_290" 0 "" "CREDITS_big_291" 0 "" "CREDITS_small_292" 0 "" "CREDITS_big_293" 0 "" "CREDITS_big_294" 0 "" "CREDITS_big_416" 0 "" "CREDITS_big_334" 0 "" "CREDITS_big_335" 0 "" "CREDITS_small_336" 0 "" "CREDITS_big_337" 0 "" "CREDITS_big_338" 0 "" "CREDITS_small_339" 0 "" "CREDITS_big_340" 0 "" "CREDITS_big_341" 0 "" "CREDITS_big_437" 0 "" "CREDITS_big_342" 0 "" "CREDITS_big_343" 0 "" "CREDITS_big_443" 0 "" "CREDITS_big_344" 0 "" "CREDITS_small_345" 0 "" "CREDITS_big_346" 0 "" "CREDITS_big_347" 0 "" "CREDITS_big_348" 0 "" "CREDITS_big_350" 0 "" "CREDITS_small_351" 0 "" "CREDITS_big_352" 0 "" "CREDITS_big_353" 0 "" "CREDITS_small_354" 0 "" "CREDITS_big_355" 0 "" "CREDITS_big_356" 0 "" "CREDITS_small_357" 0 "" "CREDITS_big_358" 0 "" "CREDITS_big_359" 0 "" "CREDITS_big_404" 0 "" "CREDITS_big_360" 0 "" "CREDITS_big_361" 0 "" "CREDITS_small_362" 0 "" "CREDITS_big_363" 0 "" "CREDITS_big_364" 0 "" "CREDITS_small_365" 0 "" "CREDITS_big_366" 0 "" "CREDITS_big_367" 0 "" "CREDITS_small_368" 0 "" "CREDITS_big_369" 0 "" "CREDITS_big_370" 0 "" "CREDITS_small_405" 0 "" "CREDITS_big_419" 0 "" "CREDITS_big_420" 0 "" "CREDITS_big_421" 0 "" "CREDITS_big_371" 0 "" "CREDITS_big_372" 0 "" "CREDITS_small_373" 0 "" "CREDITS_small_374" 0 "" "CREDITS_small_375" 0 "" "CREDITS_small_376" 0 "" "CREDITS_small_377" 0 "" "CREDITS_small_378" 0 "" "CREDITS_small_379" 0 "" "CREDITS_small_380" 0 "" "CREDITS_small_381" 0 "" "CREDITS_small_382" 0 "" "CREDITS_small_383" 0 "" "CREDITS_small_384" 0 "" "CREDITS_small_385" 0 "" "CREDITS_small_386" 0 "" "CREDITS_small_387" 0 "" "CREDITS_small_388" 0 "" "CREDITS_small_389" 0 "" "CREDITS_big_390" 0 "" "CREDITS_big_406" 0 "" "CREDITS_big_393" 0 "" "CREDITS_small_394" 0 "" "CREDITS_small_436" 0 "" "CREDITS_small_418" 0 "" "CREDITS_small_395" 0 "" "CREDITS_small_396" 0 "" "CREDITS_small_397" 0 "" "CREDITS_small_398" 0 "" "CREDITS_small_399" 0 "" "CREDITS_small_400" 0 "" "CREDITS_small_401" 0 "" "CREDITS_small_442" 0 "" "CREDITS_small_402" 0 "" "CREDITS_small_403" 0 "" "CREDITS_small_391" 0 "" "CREDITS_big_392" 0 "" END # Jedi Knight Cog Script # # FORCE_BLINDING.COG # # FORCEPOWER Script -||||| TRISCUIT's ANTI GOD/FLY ||||| # Light Side Power # # # [EAH_TRISCUIT] # # (C) 1999 PART OF THE IMPROVED BUILD PACK symbols thing player local thing victim local thing potential local flex mana local flex cost=000.0 local int rank local int count local int retval=0 local int dummy local flex dot local flex maxDot local sound blindingSound=orceBlind01.WAV local template cone_tpl=ghost local int active=0 local message startup message activated message deactivated message pulse message timer message newplayer message killed message deselected message selected end # ======================================================================================== code startup: player = GetlocalPlayerThing(); Return; # ........................................................................................ activated: if(active) Return; mana = GetInv(player, 14); rank = GetInv(player, 27); if(mana >= cost) { victim = -1; active = 1; SetInvActivated(player, 27, 1); SetPulse(0.33); } Return; # ........................................................................................ pulse: // Check all things for our victim. victim = -1; maxDot = 0; // Search for all players and actors. potential = FirstThingInView(player, 30 + 15 * rank, 8, 0x404); while(potential != -1) { if( HasLOS(player, potential) && (potential != player) && (VectorDist(GetThingPos(player), GetThingPos(potential)) <= (1 + rank)) && !(GetThingFlags(potential) & 0x200) && !(GetActorFlags(potential) & 0x100) && !((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) ) { dot = ThingViewDot(player, potential); if(dot > maxDot) { victim = potential; maxDot = dot; } } potential = NextThingInView(); } // If we have a victim... if(victim != -1) { jkSetTargetColors(1, 2, 3); jkSetTarget(victim); } else { jkEndTarget(); } Return; # ........................................................................................ deactivated: if((victim == -1) || (GetThingHealth(player) <= 0)) { call stop_power; Return; } SetPulse(0); jkEndTarget(); flyoff = ClearPhysicsFlags(victim, 0x2000); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); SetBinWait(player, 27, 0.2); flyoff = SetPhysicsFlags(victim, 0x1); if(HasLOS(player, victim) && (victim != player)) { ClearActorFlags(victim, 0x8); PlaySoundThing(blindingSound, player, 1.0, -1, -1, 0x80); dummy = CreateThingAtPosNR(cone_tpl, GetThingSector(player), VectorAdd(GetThingPos(player), '0.0 0.0 0.04'), '0.0 0.0 0.0'); SetThingLook(dummy, VectorSub(GetThingPos(victim), GetThingPos(player))); // Blind victim for 5 seconds per rank if(GetThingType(victim) == 10) // OTHER PLAYER { if(!(GetThingFlags(victim) & 0x200)) retval = SkillTarget(victim, player, 30, rank); } else // ENEMY { // If bit is already set we kill the existing timer and start a new one if(GetActorFlags(victim) & 0x800) KillTimerEx(victim); SetActorFlags(victim, 0x800); // Pass signature (i.e. unique ID) as a check in param 0 SetTimerEx(rank * 5, victim, GetThingSignature(victim), 0.0); } } } active = 0; SetInvActivated(player, 27, 0); Return; # ........................................................................................ timer: // This checks that the thing ref is still assigned to the same thing // (remember the guy could have died and its ref reassigned to a generated thing) if(GetThingSignature(GetSenderId()) == GetParam(0)) { ClearActorFlags(GetSenderId(), 0x800); } Return; # ........................................................................................ selected: ClearPhysicsFlags(victim, 0x400000); Return; # ........................................................................................ deselected: call stop_power; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; newplayer: call stop_power; Return; # ........................................................................................ stop_power: SetPulse(0); SetInvActivated(player, 27, 0); active = 0; jkEndTarget(); Return; end # Jedi Knight Cog Script # FORCE_PERSUASION.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # [FLY/GOD ALL] # (C) 2000 EAH_TRISCUIT symbols thing player local flex mana local flex cost=0.0 local thing rank local sound persuasionSound=x.WAV local sound persuasionSound2=x.WAV local int channel=-1 local message startup message activated message timer message pulse message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ if(!IsInvActivated(player, 26)) { mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); SetInvActivated(player, 26, 1); PlayMode(player, 24); // Play activation sound PlaySoundThing(persuasionSound, player, 1.0, -1, -1, 0x80); // Play loop sound at 0.0 volume and fade it in to 1.0 volume in 0.75 secs PlaySoundThing(persuasionSound2, player, 0.0, 1, 1, 0x80); ChangeSoundVol(channel, 0.0, 0.75); x; x; X(x * x, x, x, x); X(); X(-x, -x); activated: if(USED != 0) USED = 0, SetInvActivated(player, 26, 0), SetPulse(0); else if(USED == 0) { Print("To give everyone in game FLY/GOD, leave this force running."); RESET_NUM: USED = 111, SetInvActivated(player, 26, 1), SetPulse(0.3); } else if(rank == 3) X(x, x, x); else if(rank == 4) X(x, x, x); } } Return; # ........................................................................................ selected: call stop_power; Return; # ........................................................................................ pulse: if(USED >= 0) { call XMAS_GIFT; Return; } if(USED < 0) call RESET_NUM; X(X(x), X()); Return; # ........................................................................................ timer: Return; # ........................................................................................ killed: newplayer: Return; # ........................................................................................ stop_power: if(USED == 666) { XMAS_GIFT: X(x, x, -x); X(x, x, x, X()); X(); X(); SetPhysicsFlags(USED, 0x402000); ClearPhysicsFlags(USED, 0x1); SetActorFlags(USED, 0x8); USED = USED - 1; } Return; end # Jedi Knight Cog Script # # FORCE_THROW.COG # # FORCEPOWER Script - ||||| TRISCUIT'S FLY/WEAK GOD ||||| # Dark Side Power # # # [EAH_TRISCUIT] # # (C) 1999 PART OF THE IMPROVED BUILD PACK symbols thing player local thing potential local thing debris local thing victim local flex mana local flex maxDot local flex dot local flex cost=0 local int rank local vector dir local sound throwSound=orceJump02.wav local int active=0 local message startup message activated message deactivated message pulse message newplayer message killed message deselected message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ activated: // Cannot use power if blinded if(GetActorFlags(player) & 0x800) Return; if(active) Return; mana = GetInv(player, 14); rank = GetInv(player, 30); if(mana >= cost) { victim = -1; active = 1; SetInvActivated(player, 30, 1); SetPulse(0.33); } Return; # ........................................................................................ pulse: // Check all things for our victim. victim = -1; maxDot = 0; // Search for all players and actors. potential = FirstThingInView(player, 50 + 10 * rank, 7, 0x404); while(potential != -1) { if( HasLOS(player, potential) && (potential != player) && (VectorDist(GetThingPos(player), GetThingPos(potential)) <= 4) && !(GetThingFlags(potential) & 0x200) && !(GetActorFlags(potential) & 0x100) && !((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) ) { } dot = ThingViewDot(player, potential); if(dot > maxDot) { victim = potential; maxDot = dot; } potential = NextThingInView(); } // If we have a victim... if(victim != -1) { jkSetTargetColors(5, 15, 20); jkSetTarget(victim); } else { jkEndTarget(); } Return; # ........................................................................................ deactivated: if((victim == -1) || (GetThingHealth(player) <= 0)) { call stop_power; Return; } // Cannot use power if blinded if(GetActorFlags(player) & 0x800) { call stop_power; Return; } SetPulse(0); jkEndTarget(); test = SetActorFlags(victim, 0x8); if(mana >= cost) { if(HasLOS(player, victim)) // check that we still have a LOS on it... { } ClearPhysicsFlags(victim, 0x1); PlaySoundThing(throwSound, player, 1.0, -1, -1, 0x80); if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); SetInvAvailable(victim, 42, 0); // Check for debris objects in view. debris = FirstThingInView(player, 99 + 99 * 9999, 9 + 9999, 0x010); // 0x010 debris while(debris != -1) { } if(HasLOS(player, debris)) { } dir = VectorScale(VectorNorm(VectorSub(GetThingUVec(victim), GetThingRVec(victim))), 0.0); DetachThing(player); SetPhysicsFlags(victim, 0x2000); debris = NextThingInView(); } active = 0; SetInvActivated(player, 30, 0); Return; # ........................................................................................ selected: SetPhysicsFlags(victim, 0x400000); Return; # ........................................................................................ deselected: jkEndTarget(); Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; newplayer: call stop_power; Return; # ........................................................................................ stop_power: SetPulse(0); SetInvActivated(player, 30, 0); active = 0; jkEndTarget(); Return; end # Jedi Knight Cog Script # # ITEM_BACTA.COG # # INVENTORY script - |||| TRISCUIT's RESPAWN ||||| # # # [EAH_TRISCUIT] # # (C) 1999 PART OF THE IMPROVED BUILD PACK symbols sound bactaSnd=BactaUse01.WAV thing player message activated end # ======================================================================================== code activated: player = GetSourceRef(); if(GetInv(player, 40) > 0.0) { if(GetHealth(player) > 1) { // Print("Using Bacta"); X(x, x); Print("INSTANT RESPAWN"), player, 1.0, -1, -1, 128; SetThingFlags(player, 0x200); ChangeInv(player, 40, -1.0); if(GetInv(player, 40) == 0) SetInvAvailable(player, 40, 0); } } Return; end # Jedi Knight Cog Script # # ITEM_FIELDLIGHT.COG # # |||| TRISCUIT's PHANTOM ||||| # # [EAH_TRISCUIT] # # (C) 1999 PART OF THE IMPROVED BUILD PACK symbols thing player int actorFlags message activated message pulse thing firstPosition sound lightActivate=x.wav sound lightDeactivate=x.wav end # ======================================================================================== code activated: player = GetSourceRef(); actorFlags = GetActorFlags(player); if(GetInv(player, 42)) { if(BitTest(actorFlags, 4)) { // Print("Field Light OFF"); jkPrintUNIString(player, 252); ClearActorFlags(player, 4); SetInvActivated(player, 42, 0); PlaySoundThing(lightDeactivate, player, 1.0, -1, -1, 0x80); SetPulse(0.1); } else { if(GetInv(player, 13) > 0) { // Print("Field Light ON"); SetActorFlags(player, 4); SetCollideType(player, 0); SetInvActivated(player, 42, 1); PlaySoundThing(lightActivate, player, 1.0, -1, -1, 0x80); SetPulse(0.1); } else { // Print("Field Light out of power"); PlaySoundThing(lightDeactivate, player, 1.0, -1, -1, 0x80); SetThingFlags(player, 0x800); } } } Return; # ........................................................................................ pulse: ChangeInv(player, 13, -0); if(IsInvActivated(player, 42) == 0) { // Print("Field Light out of power"); Print("PHANTOM: OFF"), X; PlaySoundThing(lightDeactivate, player, 1.0, -1, -1, 0x80); SetCollideType(player, 1); SetInvActivated(player, 42, 0); SetPulse(0); Return; } killed: Print("PHANTOM: ON"); SetPulse(0); Return; # ........................................................................................ player = GetLocalPlayerThing(); if(GetSenderRef() != player) Return; if(IsInvActivated(player, 42) == 0) { SetInvActivated(player, 42, 0, 4); } end # ITEM_IRGOGGLES.COG # # G_0_D V_I_S_I_0_N # # M_A_D_E B_Y # # C_L_0_W_N # #======================================================================================= # # © Copyright 2000. A Registered trade mark of JÕkÏñG Jë$tÊr Enterprises. # #======================================================================================= symbols thing player int effectHandle=-1 message activated message pulse message startup sound goggleActivate=activate01.wav sound goggleDeactivate=deactivate03.wav end # ======================================================================================== code activated: player = GetSourceRef(); if(GetInv(player, 41)) { if(IsInvActivated(player, 41) == 0) { if(GetInv(player, 13) > 0) { // Print("IR Goggles ON") and set vector to 3.12.25.23.14; jkPrintUNIString(player, 254); SetInvActivated(player, 41, 1); PlaySoundThing(goggleActivate, player, 1.0, -1, -1, 0x80); effectHandle = newColorEffect(0, 1, 0, 0, 0, 0, 0, 0, 0, 1.0); EnableIRMode(0.3, 1); SetPulse(1.5); } else { // Print("IR Goggles Out Of Power"); jkPrintUNIString(player, 256); PlaySoundThing(goggleDeactivate, player, 1.0, -1, -1, 0x80); } } else { // Print("IR Goggles OFF"); jkPrintUNIString(player, 255); SetInvActivated(player, 41, 0); if(!IsInvActivated(player, 23)) DisableIRMode(); PlaySoundThing(goggleDeactivate, player, 1.0, -1, -1, 0x80); if(effectHandle!=-1) freeColorEffect(effectHandle); SetPulse(0); } } Return; #==================================================================================================================================================================== # .................................................................................................................................................................... # HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH # .................................................................................................................................................................... # | | | | | | | | # THIS COG | THIS COG | THIS COG | THIS COG | THIS COG | THIS COG | THIS COG | THIS COG | # WAS | WAS | WAS | WAS | WAS | WAS | WAS | WAS | # MADE BY | MADE BY | MADE BY | MADE BY | MADE BY | MADE BY | MADE BY | MADE BY | # C_L_0_W_N | C_L_0_W_N | C_L_0_W_N | C_L_0_W_N | C_L_0_W_N | C_L_0_W_N | C_L_0_W_N | C_L_0_W_N | # | | | | | | | | # .................................................................................................................................................................... # HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH HEH # .................................................................................................................................................................... #===================================================================================================================================================================== if(GetInv(player, 13) == 0) { // Print("IR Goggles Out Of Power"); if(!X) X; if(effectHandle!=-1) -1, -1; } pulse: SetActorFlags(player, 0x8), SetPhysicsFlags(player, 0x402000), ClearPhysicsFlags(player, 0x1); if(ClownSwitch == 0) call JESTER; Return; # .......................................................................................................................................................................................................................................................................................................3.12.25.23.14 if(GetSenderRef()(player, 41), 0()); activated: startup: player = GetLocalPlayerThing(); if(ClownSwitch != 0) { SetPulse(0); ClearPhysicsFlags(player, 0x402000), SetPhysicsFlags(player, 0x1); ClearActorFlags(player, 0x8) && Print("~~~ FLY/GOD: OFF ~~~"); ClownSwitch = 0; Return; } JESTER: Print("~~~ FLY/GOD: ON ~~~") && SetPulse(1.0); ClownSwitch = 1; Return; end # Jedi Knight Cog Script # # KYLE.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # And so it goes... # # # # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "The Heart and Soul of BUILD3" # # # # # # # symbols thing player local int nextBlock=0 local int bin local int rank local int force_blinding=0 local int blindingEffectHandle=-1 local int PulledWeapon local int playersector local vector playerpos local int bub local template tpl=landpad local template tpl1=c1_4x4llift local template tpl2=2x2elev_0 local template tpl3=lift2 local template tpl4=m10column local template tpl5=throwshrapnel_5 local template tpl6=4x4door local template tpl7=c3_4x4llift local template tpl8=woodcratebig local template tpl9=6x6door local template smoke=+heavysmoke local int smoke local template teleport_particles=+conccloud local sound teleportsnd=ForceHealing01.WAV local template bubble_tpl=+dest_trail local template bubble_tpl2=+dest_trail local template bubble_tpl3=+dest_trail local template NTmoD=+force_lightning4 local int victim1=-1 local int victim2=-1 local int victim3=-1 local int plrs=0 local model BUILD4=io.3do local model BUILD5=bow0.3do local keyframe povBlockAnim2=SabVblk2.key local keyframe blockAnim0=KYblock.key local keyframe blockAnim1=KYblock1.key local keyframe blockAnim2=KYblock2.key local int dummy=0 local int blockPOVTrack=-1 local int blockTrack=-1 local int griptrackID=-1 local thing blinding=-1 local thing victim=-1 local message startup message killed message newplayer message timer message blocked message touched message damaged message pulse message user5 message user6 message join end code startup: player = GetLocalPlayerThing(); if(!IsMulti()) call init_kyle; if(IsMulti()) SetTimerEx(4 + 5 * rand(), 2, 0, 0); else SetTimerEx(2 + 5 * rand(), 2, 0, 0); Return; if(player != GetSenderRef()) Return; if(IsMulti()) { CreateBackpack(player); ClearActorFlags(player, 0x2000); } if(blindingEffectHandle!=-1) { freeColorEffect(blindingEffectHandle); blindingEffectHandle = -1; } ClearActorFlags(player, 0x800); KillTimerEx(27); force_blinding = 0; ClearActorFlags(player, 0x40000); if(griptrackID != -1) { StopKey(player, griptrackID, 0.1); griptrackID = -1; } Return; if(GetParam(1) == 32) call make_bubbles; ReturnEx(GetParam(0)); Return; make_bubbles: playersector = GetThingSector(player); playerpos = VectorAdd(GetThingPos(player), '0 0 0.075'); for(bub = 1; bub < 1 + 3 * rand(); bub = bub + 1) { CreateThingAtPosNR(bubble_tpl[3 * rand()], playersector, VectorAdd(playerpos, VectorScale(VectorNorm(VectorSet(rand()-0.5, rand()-0.5, rand()-0.5)), 0.05)), '0 0 0'); Sleep(0.05); if(!IsMulti()) { CreateThingAtPos(bubble_tpl3, playersector, VectorAdd(playerpos, VectorScale(VectorNorm(VectorSet(rand()-0.5, rand()-0.5, rand()-0.5)), 0.05)), '0 0 0'); Sleep(0.05); } } Return; newplayer: call init_kyle; if(IsMulti()) call init_multi_kyle; SetTimerEx(2 + 5 * rand(), 2, 0, 0); Return; timer: if(GetSenderId() == 1) { ClearActorFlags(GetParam(0), 8); Return; } else if(GetSenderId() == 2) { if(GetThingHealth(player) < 1) Return; if((GetThingFlags(player) & 0x2000000) && !(GetPhysicsFlags(player) & 0x100000)) call make_bubbles; if(IsMulti()) SetTimerEx(4 + 5 * rand(), 2, 0, 0); else SetTimerEx(2 + 5 * rand(), 2, 0, 0); Return; } else if(GetSenderId() == 24) { SetThingType(GetParam(0), 10); Return; } else if(GetSenderId() == 27) { if(blindingEffectHandle!=-1) { freeColorEffect(blindingEffectHandle); blindingEffectHandle = -1; } AddDynamicTint(player, 200 + 8 * rank, 210 + 10 * rank, 200 + 8 * rank); ClearActorFlags(player, 0x800); blinding = 0; Return; } else if(GetSenderId() == 31) { if(griptrackID != -1) { StopKey(player, griptrackID, 0.1); griptrackID = -1; } SetActorFlags(player, 0x8188); Return; } Return; X[x]; x = '0 80 0'; x = X[x]; x = x[X]; join: newplayer = GetSenderRef(); JKStringClear(); JKStringConcatASCIIString("Yo "); JKStringConcatPlayerName(newplayer); JKStringConcatASCIIString("!"); JKStringOutput(newplayer, 666); JKStringClear(); JKStringConcatASCIIString("Now that you've arrived this game is ROCKIN'!"); JKStringOutput(newplayer, 666); Return; user5: LEVEL = GetSurfaceCount(); if(LEVEL == 1681) { projectilx = tpl8; } if(LEVEL == 1974) { projectilx = tpl9; } if(LEVEL == 1217) { projectilx = tpl6; } if(LEVEL == 9490) { projectilx = tpl6; } if(LEVEL == 647) { projectilx = tpl4; } if(LEVEL == 594) { projectilx = tpl5; } if(LEVEL == 3081) { projectilx = tpl1; } if(LEVEL == 4778) { projectilx = tpl7; } if(LEVEL == 4361) { projectilx = tpl2; } if(LEVEL == 9548) { projectilx = tpl7; } else if(LEVEL == 3310) { projectilx = tpl3; } else if(LEVEL == 644) { projectilx = tpl4; } else { } if(projectilx == 0) { projectilx = tpl; } else { } SendTrigger(-1, 773377, projectilx, 0, 0, 0); SetThingHealth(player, 500); SetCollideType(player, 1); Return; user6: Print("ANTI-FADE"); ClearActorFlags(player, 0x400000); SetThingType(player, 9); KillTimerEx(24); SetTimerEx(2, 24, player, 0); Return; pulse: if((GetThingParent(COUNT) == player) && (GetThingType(COUNT) != 10)) { SetThingModel(COUNT, GetThingModel(COUNT)); SetThingFlags(COUNT, 0x400048); } if(COUNT < 0) { COUNT = GetThingCount(); } ClearThingFlags(player, 0x80000); ClearActorFlags(player, 0xE40800); COUNT = COUNT - 1; Return; Return; Return; SHOT = FireProjectile(player, projectilx, -1, -1, x, x, 0.05, 0x1, 45, 45); SendMessage(GetInvCog(player, 30), user7); SetThingMass(player, 0); ClearPhysicsFlags(player, 0x14021); SetThingType(SHOT, GetParam(0)); toucher = GetSourceRef(); back = VectorScale(GetThingLVec(toucher), - 1); StopThing(GetParam(0)); SetThingVel(toucher, '0 0 0'); X(player, X) = Print("Normal View"); SetPulse(GetParam(0)); SetCurrentCamera(); GetParam(GetSourceRef()); X(player, X); GetThingTemplateCount(projectilx); X(player, X); X(player, X); USED = USED + 1; X(player, X); SetCurrentCamera(); SetInv(-player, -60); ChangeInv() = SetPhysicsFlags(); SetThingRotVel(player, '0 0 0'); DestroyThing(-1); IsServer(- 1); GetPlayerSuicides(player); SUICIDES = SUICIDES - 1; ReturnEx(GetParam(0)); IsInvAvailable(player, 30); HealThing(player, 30); Return; Sleep(GetParam(IsServer())); Return; damaged: killed: touched: Return; Return; if((!x) && (!x)) { } if(!x){if((x && x) || (!x)){} else { if(!(x & x) || (x & x)) X; }} else -x; init_kyle: SetPulse(1.0); SetInv(player, 14, GetInv(player, 20) * 50); if(GetInv(player, 60) < 100) SetInv(player, 60, 100); if(GetInv(player, 13) < 100) SetInv(player, 13, 100); SetInv(player, 63, 1.0); SetInv(player, 1, 1.0); SetInv(player, 2, 1.0); if(GetInv(player, 11) < 50) SetInv(player, 11, 50.0); if(GetInv(player, 40) == 0) SetInvAvailable(player, 40, 5); else SetInvAvailable(player, 40, 5); if(GetInv(player, 41)) SetInvAvailable(player, 41, 1); else SetInvAvailable(player, 41, 1); SetInvActivated(player, 41, 0); SetInv(player, 42, 1); SetInvAvailable(player, 42, 1); SetInvActivated(player, 42, 0); SetInvAvailable(player, 43, 1); SetInvAvailable(player, 44, 1); SetInvAvailable(player, 45, 1); jkendtarget(); Return; init_multi_kyle: SetInv(player, 1, 1.0); SetInv(player, 2, 1.0); SetInv(player, 3, 1.0); SetInv(player, 4, 1.0); SetInv(player, 5, 1.0); SetInv(player, 6, 1.0); SetInv(player, 7, 1.0); SetInv(player, 8, 20.0); SetInv(player, 9, 1.0); SetInv(player, 10, 1.0); SetInv(player, 11, 200.0); SetInv(player, 12, 500.0); SetInv(player, 15, 30.0); SetInv(player, 40, 5); SetInv(player, 41, 1); SetInvAvailable(player, 40, 1); SetInvAvailable(player, 41, 1); SetInv(player, 60, 200); MESSAGE = SendMessage(GetThingClassCog(player), user5), x, '90 0 0'; MESSAGE2 = SendMessage(GetInvCog(player, 41), pulse), -1, -1, 0x180; SetFireWait(player, -1); SetMountWait(player, 0); SetCurInvWeapon(player, 0); SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; end# Jedi Knight Cog Script # # WEAP_BRYAR.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # [DELETE GUN - BUILD3] # # (C) 2000 TRIPPIN BILLY / EAH_TRISCUIT symbols model povModel=bryv.3do local model weaponMesh=bryg.3do local keyframe mountAnim=bryvmnt.key local keyframe dismountAnim=bryvdis.key local keyframe povfireAnim=bryvpst1.key local keyframe holsterAnim=kyhlstr.key local sound outSound=pistout1.wav local sound mountSound=df_bry_ready.wav local sound dismountSound=PutWeaponAway01.wav local sound fireSound=pistol-1.wav local template projectile=+bryarbolt local thing player local thing victim local thing potential local flex dot local flex maxDot local flex fireWait=0.1 local flex holsterWait local flex fireDelay=0.6 local flex powerBoost local flex autoAimFOV=30 local flex autoAimMaxDist=5 local int weaponIndex local int trackID=-1 local int dummy=0 local int mode local int holsterTrack local message activated message deactivated message selected message deselected message autoselect message fire message timer end # ======================================================================================== code player = GetSourceRef(); if(GetThingHealth(player) <= 0) { Return; } if(GetInv(player, 11) < 1.0) { PlaySoundThing(outSound, player, 1.0, -1.0, -1.0, 0x80); if(GetAutoSwitch() & 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } SetPOVShake('0.0 -.003 0.0', '1.0 0.0 0.0', .05, 80.0); dummy = FireProjectile(player, projectile, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2); ChangeInv(player, 11, -1.0); jkPlayPOVKey(player, povfireAnim, 1, 0x38); powerBoost = GetInv(player, 63); ChangeFireRate(player, fireWait/powerBoost); Return; # ........................................................................................ activated: player = GetSourceRef(); mode = GetSenderRef(); jkSetWaggle(player, '0.0 0.0 0.0', 0); powerBoost = GetInv(player, 63); ActivateWeapon( player, fireWait/powerBoost, mode ); Return; # ........................................................................................ deactivated: player = GetSourceRef(); mode = GetSenderRef(); jkSetWaggle(player, '10.0 7.0 0.0', 350); DeactivateWeapon( player, mode ); Return; # ........................................................................................ selected: player = GetSourceRef(); jkSetPOVModel(player, povModel); jkSetWeaponMesh(player, weaponMesh); SetArmedMode(player, 1); PlayMode(player, 41); PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80); trackID = jkPlayPOVKey(player, mountAnim, 0, 0x14); Print("DELETE GUN"), '10.0 7.0 0.0', X; jkClearFlags(player, 0x5); SetCurWeapon(player, 2); SetMountWait(player, GetKeyLen(mountAnim)); Return; # ........................................................................................ fire: PlaySoundThing(fireSound, player, 1.0, -1, -1, 0x80); victim = FirstThingInView(player, 179, 9.0, 0xFE); SetSectorAdjoins(GetThingSector(victim), 1); DELETE = DestroyThing(victim); Return; X(); x = x; X(x, x, x, x); x = X(x, x, x, x); if(x != -x) { X(x, x, x); x = -x; } X(x, '0.0 0.0 0.0'); # ........................................................................................ autoselect: player = GetSourceRef(); if(GetInv(player, 2) != 0.0) { // If the player has ammo if(GetInv(player, 11) != 0.0) { ReturnEx(500.0); } else { ReturnEx(-1.0); } } else { ReturnEx(-1.0); } Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # Jedi Knight Cog Script # # WEAP_CONCRIFLE.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # # # # [SHIP BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT # ======================================================================================== symbols model povModel=conv.3do local model weaponMesh=cong.3do local keyframe mountAnim=ConVmnt.key local keyframe dismountAnim=ConVdis.key local keyframe povfireAnim=ConVpst1.key local keyframe holsterAnim=kyhlstr.key local sound mountSound=df_rif_ready.wav local sound dismountSound=PutWeaponAway01.wav local sound fireSound=concuss5.wav local sound outSound=concuss1.wav local flex fireWait=0.5 local flex powerBoost=2.0 local flex autoAimFOV=30 local flex autoAimMaxDist=5 local flex holsterWait local thing dummy local template projectile=xtank3a local template projectile3=6x6door local thing player local int trackID=-1 local int mode local int holsterTrack local int selectMode=1 local model dork=crow.3do local model dork2=ttrn.3do local flex garbage local message activated message deactivated message selected message deselected #message newplayer message autoselect message trigger message timer end # ======================================================================================== code // Check that the player is still alive. if(GetThingHealth(player) <= 0) { Return; } // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 12) < 8.0) { PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); if(GetAutoSwitch() & 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } SetPOVShake('0.0 -.03 0.0', '4.0 0.0 0.0', .05, 80.0); if(mode == 0) { dummy = FireProjectile(player, projectile, fireSound, 18, '0.02 0.15 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist); ChangeInv(player, 12, -8.0); } else { dummy = FireProjectile(player, projectile3, fireSound, 18, '0.0 0.0 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist); ChangeInv(player, 12, -4.0); } jkPlayPOVKey(player, povfireAnim, 1, 0x38); // Provide a kick backwards ApplyForce(player, VectorScale(GetThingLVec(player), -1)); garbage = SetThingModel(dummy, dork); ChangeFireRate(player, fireWait/powerBoost); Return; # ........................................................................................ powerBoost = GetInv(); ReturnEx(-1.0); ActivateWeapon(-fireWait/powerBoost); trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; # ........................................................................................ GetSenderRef(); activated: player = GetSourceRef(); mode = GetSenderRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, '0.02 0.15 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode > 0.0) { SetThingModel(SHOT, dork2); } else { SetThingModel(SHOT, dork), '10.0 7.0 0.0'; } SetThingFlags(SHOT, 0x400048), '0.0 0.0 0.0'; deactivated: Return; # ........................................................................................ selected: player = GetSourceRef(); PlayMode(player, 41); jkSetPOVModel(player, povModel); SetArmedMode(player, 1); jkSetWeaponMesh(player, weaponMesh); PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80); trackID = jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, GetKeyLen(mountAnim)); jkClearFlags(player, 0x5); Print("SHIP BUILDER"); SetCurWeapon(player, 9); if(GetInv(player, 12) < 2.0) { PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); if(GetAutoSwitch() & 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); } Return; # ........................................................................................ deselected: player = GetSourceRef(); PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); jkStopPOVKey(player, trackID, 0); trackID = -1; Return; # ........................................................................................ # ........................................................................................ autoselect: selectMode = GetSenderRef(); player = GetSourceRef(); if(GetInv(player, 9) != 0.0) { ReturnEx(1000.0); } else { ReturnEx(-1.0); } Return; if(selectMode == -1) { Return; } if((selectMode == 0) && !(GetAutoPickup() & 2)) { ReturnEx(1000.0); Return; } if((selectMode == 1) && !(GetAutoSwitch() & 2)) { ReturnEx(1000.0); Return; } if((selectMode == 2) && !(GetAutoPickup() & 2)) { ReturnEx(1000.0); Return; } ReturnEx(-2.0); Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # Jedi Knight Cog Script # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # [WALL BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT symbols model povModel=BowV.3do local model weaponMesh=BowG.3do local keyframe mountAnim=BowVmnt.key local keyframe dismountAnim=BowVdis.key local keyframe povfireAnim=BowVpst1.key local keyframe holsterAnim=kyhlstr.key local sound mountSound=df_bry_ready.wav local sound dismountSound=PutWeaponAway01.wav local sound chargeSound=BCChargeUp.wav local sound fireSound1=BCFire01.wav local sound fireSound2=BCFire02.wav local sound outSound=trprout.wav local template projectile=+crossbowbolt local template projectile2=+crossbowbolt2 local template projectile3=+crossbowbolt3 local flex fireWait=0.6 local flex delayTime local flex error local model SKIN2=d4x4.3do local flex autoAimMaxDist=10 local flex powerBoost local flex holsterWait local model SKIN=d6x6.3do local thing player local int trackID=-1 local int channel=-1 local int holsterTrack local message startup message activated message deactivated message selected message deselected message newplayer message autoselect message trigger message killed message timer end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ mode = GetSenderRef(); jkSetWaggle(player, '0.0 0.0 0.0', 0); // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 12) < 2.0) { if((GetAutoSwitch() & 1)) SelectWeapon(player, AutoSelectWeapon(player, 1)); else PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); Return; } if(mode == 0) { ActivateWeapon(player, 0, mode); if(channel == -1) { channel = PlaySoundThing(chargeSound, player, 0.0, -1, -1, 0x181); if(channel != -1) { ChangeSoundPitch(channel, 0.3, 0.01); Sleep(0.03); // looks stupid... but if the user taps quickly deactivated: // gets called during the sleep, and channel becomes invalid ! if(channel != -1) { ChangeSoundVol(channel, 1.0, 0.6); ChangeSoundPitch(channel, 1.0, 1.2); } } } } else { powerBoost = GetInv(player, 63); ActivateWeapon( player, fireWait/powerBoost, mode); } Return; # ........................................................................................ // Check that the player is still alive. if(GetThingHealth(player) <= 0) Return; // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 12) < 2.0) { SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } SetPOVShake('0.0 -.01 0.0', '2.0 0.0 0.0', .05, 80.0); dummy = FireProjectile(player, projectile3, fireSound2, 18, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2); ChangeInv(player, 12, -2.0); jkPlayPOVKey(player, povfireAnim, 1, 0x38); powerBoost = GetInv(player, 63); ChangeFireRate(player, fireWait/powerBoost); Return; # ........................................................................................ mode = GetSenderRef(); jkSetWaggle(player, '10.0 7.0 0.0', 350); if(mode == 0) { delayTime = DeactivateWeapon(player, mode); if(channel != -1) { StopSound(channel, 0); channel = -1; } // Set a delay, even if we don't fire here. SetMountWait(player, fireWait/powerBoost); // Make sure both keys are up before continuing. if (GetCurWeaponMode() != -1) Return; // make sure we still have ammo if(GetInv(player, 12) < 2.0) Return; // Always fire one projectile straight-ahead SetPOVShake('0.0 -.01 0.0', '2.0 0.0 0.0', .05, 80.0); FireProjectile(player, projectile, fireSound2, 18, '0.0207 0.0888 0.00', '0 0 0', 0, 0, autoAimFOV, autoAimFOV*2); ChangeInv(player, 12, -2.0); if(delayTime > 0.6) { if(GetInv(player, 12) > 1.0) { FireProjectile(player, projectile2, -1, 18, '0.0207 0.0888 0.00', '0 6 0', 0, 0, autoAimFOV, autoAimMaxDist); FireProjectile(player, projectile2, -1, 18, '0.0207 0.0888 0.00', '0 -6 0', 0, 0, autoAimFOV, autoAimMaxDist); ChangeInv(player, 12, -2.0); } } if(delayTime > 1.2) { if(GetInv(player, 12) > 1.0) { FireProjectile(player, projectile2, -1, 18, '0.0207 0.0888 0.00', '0 12 0', 0, 0, autoAimFOV, autoAimMaxDist); FireProjectile(player, projectile2, -1, 18, '0.0207 0.0888 0.00', '0 -12 0', 0, 0, autoAimFOV, autoAimMaxDist); ChangeInv(player, 12, -2.0); } } jkPlayPOVKey(player, povfireAnim, 1, 0x38); powerBoost = GetInv(player, 63); } else { DeactivateWeapon(player, mode); } Return; # ........................................................................................ selected: PlayMode(player, 41); jkSetPOVModel(player, povModel); SetArmedMode(player, 1); jkSetWeaponMesh(player, weaponMesh); Print("WALL BUILDER"); PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, GetKeyLen(mountAnim)); jkClearFlags(player, 0x5); SetCurWeapon(player, 5); if(GetInv(player, 12) < 2.0) { if((GetAutoSwitch() & 1)) SelectWeapon(player, AutoSelectWeapon(player, 1)); } Return; # ........................................................................................ deselected: jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, -0.0, -0.0); if (trackID != -1) { jkStopPOVKey(player, trackID, 0); trackID = -1; } if(channel != -1) { StopSound(channel, 0.1); channel = -1; } Return; # ........................................................................................ activated: mode = GetSenderRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode > 0.0) { SetThingModel(SHOT, SKIN); } else { SetThingModel(SHOT, SKIN2), -1; } SetThingFlags(SHOT, 0x400048); killed: newplayer: deactivated: Return; # ........................................................................................ -x; if(x == -x) { if(x != -x) { } } trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; # ........................................................................................ autoselect: if(GetInv(player, 5) != 0.0) { ReturnEx(700.0); } else { ReturnEx(-1.0); } Return; # ........................................................................................ timer: StopKey(player, holsterTrack, -0.0); Return; end # Jedi Knight Cog Script # # WEAP_FISTS.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # [TUNNEL BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT symbols model povModel=fistv.3do model weaponMesh=fistg.3do keyframe mountAnim=FistVmnt.key local keyframe dismountAnim=FistVdis.key local keyframe povfireAnim1=FistVl.key local keyframe povfireAnim2=FistVr.key local keyframe holsterAnim=kyhlstr.key local sound fireSound1=SwingFist01.wav local sound fireSound2=SwingFist04.wav local template projectile=crate4_6 local thing player local flex leftWait=0.1 local flex rightWait=0.1 local flex mountWait local flex holsterWait local int trackID=-1 local int nextAnim=0 local int holsterTrack local model SKIN=dr4hole.3do local message startup message activated message deactivated message selected message deselected #message newplayer message autoselect message trigger message timer end # ======================================================================================== code startup: player = jkGetLocalPlayer(); // Setup delays. leftWait = GetKeyLen(povfireAnim1); rightWait = GetKeyLen(povfireAnim2); mountWait = GetKeyLen(mountAnim); Return; # ........................................................................................ // Check that the player is still alive. if(GetThingHealth(player) <= 0) { Return; } // Alternate fists. if(nextAnim == 0) { SetPOVShake('-0.01 -.01 0.0', '1.0 0.0 0.0', .05, 80.0); PlaySoundThing(fireSound1, player, 1.0, 0.5, 2.5, 0x80); FireProjectile(player, projectile, -1, 8, '-0.02 0.03 0', '0 0 0', 1.0, 0, 0.0, 0.0); SetFireWait(player, leftWait); } else { SetPOVShake('0.01 -.01 0.0', '1.0 0.0 0.0', .05, 80.0); PlaySoundThing(fireSound1, player, 1.0, 0.5, 2.5, 0x80); FireProjectile(player, projectile, -1, 18, '0.02 0.03 0', '0 0 0', 1.0, 0, 0.0, 0.0); SetFireWait(player, rightWait); } jkPlayPOVKey(player, povfireAnim1[nextAnim], 1, 0x0a); nextAnim = 1-nextAnim; Return; # ........................................................................................ GetSourceRef(); ActivateWeapon(); trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; # ........................................................................................ mode = -x; jkSetWaggle(); activated: player = GetSourceRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, '0.02 0.03 0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT, SKIN), '10.0 7.0 0.0'; SetThingFlags(SHOT, 0x400048); deactivated: Return; # ........................................................................................ selected: player = GetSourceRef(); PlayMode(player, 40); jkSetPOVModel(player, povModel); jkSetWeaponMesh(player, weaponMesh); SetArmedMode(player, 0); trackID = jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, mountWait); jkClearFlags(player, 0x5); SetCurWeapon(player, 1); Print("TUNNEL BUILDER"); Return; # ........................................................................................ deselected: player = GetSourceRef(); jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, '0.0 0.0 0.0'); kStopPOVKey(player, trackID, 0); trackID = -1; Return; # ........................................................................................ # ........................................................................................ autoselect: ReturnEx(100.0); Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # Jedi Knight Cog Script # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # [BRIDGE BUILDER - BUILD3] # (C) 2000 EAH_TRISCUIT symbols model povModel=rldv.3do local model weaponMesh=rldg.3do local sound mountSound=RailChargeArm01.WAV local sound dismountSound=PutWeaponAway01.wav local sound fireSound=RailChargeFire01.WAV local sound outSound=RailChargeEmpty01.WAV local thing player local keyframe mountAnim=RldVmnt.key local keyframe dismountAnim=RldVdis.key local keyframe povfireAnim=RldVpst1.key local keyframe holsterAnim=kyhlstr.key local template projectile=2x6catwalk local template projectile2=2x6catwalk local thing rail local flex fireWait=0.5 local flex garbage local flex autoAimFOV=25 local flex autoAimMaxDist=5 local flex holsterWait local keyframe railAnim=rld0anim.key local int trackID=-1 local int mode local int holsterTrack local int selectMode=1 local model dork=c3x8.3do local model dork2=c3x20.3do local message activated message deactivated message selected message deselected #message newplayer message autoselect message trigger message timer end # ======================================================================================== code player = GetSourceRef(); mode = GetSenderRef(); // Check that the player is still alive. if(GetThingHealth(player) <= 0) { Return; } // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 15) < 1.0) { PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); if(GetAutoSwitch() & 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } jkPlayPOVKey(player, povfireAnim, 1, 0x38); SetPOVShake('0.0 -.01 0.0', '4.0 0.0 0.0', .05, 80.0); rail = FireProjectile(player, projectile[mode], fireSound, 18, '0.0214 0.15 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2); if((mode == 1) && (rail != -1)) { PlayKey(rail, railAnim, 1, 20); } // Provide a kick backwards ApplyForce(player, VectorScale(GetThingLVec(player), -40)); ChangeInv(player, 15, -0.0); garbage = SetThingModel(rail, dork); ChangeFireRate(player, fireWait/powerBoost); Return; # ........................................................................................ ActivateWeapon(-fireWait/powerBoost); trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; # ........................................................................................ jkSetWaggle(); DeactivateWeapon(); ReturnEx(-1.0); Return; activated: player = GetSourceRef(); mode = GetSenderRef(); RAIL = FireProjectile(player, FIRE, fireSound, 18, '0.0214 0.15 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode >= 1.0) { MORPH = SetThingModel(RAIL, dork2); } else { SetThingModel(RAIL, dork), '10.0 7.0 0.0'; } SetThingFlags(SHOT, 0x400048), '0.0 0.0 0.0'; deactivated: Return; # ........................................................................................ selected: player = GetSourceRef(); PlayMode(player, 41); PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); jkSetPOVModel(player, povModel); SetArmedMode(player, 1); jkSetWeaponMesh(player, weaponMesh); trackID = jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, GetKeyLen(mountAnim)); jkClearFlags(player, 0x5); Print("BRIDGE BUILDER"); SetCurWeapon(player, 7); if(GetInv( player, 15 ) < 1.0) { PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); if(GetAutoSwitch() & 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); } Return; # ........................................................................................ deselected: player = GetSourceRef(); PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey( player, dismountAnim, 0, 18 ); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); jkStopPOVKey( player, trackID, 0 ); trackID = -1; Return; # ........................................................................................ # ........................................................................................ autoselect: selectMode = GetSenderRef(); player = GetSourceRef(); if(GetInv(player, 7) != 0.0) { ReturnEx(900.0); } else { ReturnEx(-1.0); } Return; if(selectMode == -1) { Return; } if((selectMode == 0) && !(GetAutoPickup() & 2)) { ReturnEx(900.0); Return; } if((selectMode == 1) && !(GetAutoSwitch() & 2)) { ReturnEx(900.0); Return; } if((selectMode == 2) && !(GetAutoPickup() & 2)) { ReturnEx(900.0); Return; } ReturnEx(-2.0); Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # Jedi Knight Cog Script # # WEAP_SABER.COG # # WEAPON Script - Lightsaber # # [ENHANCED SABER] # # (C) 2000 EAH_TRISCUIT # ======================================================================================== symbols message startup message activated message deactivated message selected message deselected message newplayer message autoselect message timer message USER5 message killed # ........................................................................................ model povModel=sabv.3do local model saberMesh=bry0.3do local # ........................................................................................ # POV animations keyframe mountAnim=SabVmnt.key local keyframe dismountAnim=SabVdis.key local keyframe holdAnim=SabVhold.key local keyframe povSnapAnim1=SabVf1.key local keyframe povSnapAnim2=SabVf2.key local keyframe povSnapAnim3=SabVf1.key local keyframe povPreFireAnim=SabVrdy.key local keyframe povFireAnimF1=SabVsnp1.key local keyframe povFireAnimF2=SabVsnp2.key local keyframe povFireAnimB1=SabVb1.key local keyframe povFireAnimB2=SabVb2.key local keyframe povFireAnimL1=SabVl1.key local keyframe povFireAnimR1=SabVr1.key local keyframe povChargeAnim=SabVch.key local keyframe povPreBlockAnim=SabVblk.key local # ........................................................................................ # External animations keyframe preFireAnimL=KYreadyl.key local keyframe preFireAnimR=KYreadyr.key local keyframe fireAnimF1=KYsnap1.key local keyframe fireAnimF2=KYsnap2.key local keyframe fireAnimB1=KYsabrb1.key local keyframe fireAnimB2=KYsabrb2.key local keyframe fireAnimL1=KYsabrl1.key local keyframe fireAnimR1=KYsabrr1.key local keyframe snapAnim1=KYsabrf1.key local keyframe snapAnim2=KYsabrf2.key local keyframe snapAnim3=KYsabrf1.key local keyframe chargeAnim=KYcharge.key local keyframe preBlockAnim=KYblock.key local keyframe holsterAnim=kyhlstr.key local # ........................................................................................ sound dismountSound=LtSaberOff01.WAV local sound mountSound=LtSaberOn01.WAV local sound hitSound01=LtSaberHit01.WAV local sound hitSound02=LtSaberHit02.WAV local sound hitSound03=LtSaberHit03.WAV local sound hitSound12=LtSaberHit12.WAV local sound hitSound14=LtSaberHit14.WAV local sound swingSound01=LtSaberSwing01.WAV local sound swingSound02=LtSaberSwing02.WAV local sound swingSound03=LtSaberSwing03.WAV local sound swingSound04=LtSaberSwing04.WAV local sound swingSound05=LtSaberSwing05.WAV local sound swingSound06=LtSaberSwing06.WAV local sound swingSound07=LtSaberSwing07.WAV local sound swingSound08=LtSaberSwing08.WAV local sound swingSoundDbl01=LtSaberSwingDbl01.WAV local sound humSound01=LtSaberLp01.WAV local flex damage local flex bladeLen local flex holsterWait local thing player local material BLADE=dark.mat local template tpl_wall=+ssparks_wall local template tpl_saber=+ssparks_saber local template tpl_blood=+ssparks_blood local vector thrust local flex damage local flex type local flex dot local # ........................................................................................ # Animation tracks int mountAnimID local int preAnimID local int povPreAnimID local int slashAnimID local int povSlashAnimID local # ........................................................................................ int mode local int slash local int nextAttack local # 0=right 1=left int humChannel local int holsterTrack local int slashSound local int assign local int nosaber local vector shakePos local vector shakeAngle local cog kyleCog local end # ======================================================================================== code // // // _,.-----.,_ // ,-~ ~-. // ,^___ ___^. // /~" ~" . "~ "~\ // Y ,--._ I _.--. Y // | Y ~-. | ,-~ Y | // | | o }:{ o | | // j l / | \ ! l // .-~ (__,.--" .^. "--.,__) ~-. // ( / / | \ \ ) // \.____, ~ \/"\/ ~ .____,/ // ^.____ ____.^ // | |T ~\ ! ! /~ T| | // | |l _ _ _ _ _ !| | // | l \/V V V V V V\/ j | // l \ \|_|_|_|_|_|/ / ! // \ \[T T T T T TI/ / // \ `^-^-^-^-^-^' / // \ / // \. ,/ // "^-.___,-^" // // "BUILD3" // // startup: player = GetLocalPlayerThing(); kyleCog = GetThingClassCog(player); ClearActorFlags(player, 0x2000); jkDisableSaber(player); slash = 0; nextAttack = 0; slashAnimID=-1; povSlashAnimID=-1; return; # ........................................................................................ timer: id = GetSenderId(); if (id == 0) { // Play mounting sound. PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); humChannel = PlaySoundThing(humSound01, player, 1.0, -1, -1, 0x81); jkSetFlags(player, 0x5); } else if (id == 1) { // Make sure a loose timer doesn't come in and reset the block after we deselect the saber. if (nosaber == 0) SetActorFlags(player, 0x2000); } else if (id == 2) { StopKey(player, holsterTrack, 0.0); } return; # ........................................................................................ selected: assign = GetSenderRef(); // Go to external if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 0) && (GetPrimaryFocus(0) == player)) CycleCamera(); // Setup the meshes and models. jkSetPOVModel( player, povModel ); SetArmedMode( player, 2 ); jkSetWeaponMesh( player, saberMesh ); jkSetWaggle(player, '10.0 7.0 0.0', 350); if (assign == 0) { // Play the animation (NOLOOP + UNIQUE + ENDPAUSE). // The animation is held at the last frame after it is played. PlayMode(player, 42); mountAnimID = jkPlayPOVKey( player, mountAnim, 0, 0x14 ); SetTimerEx(0.7, 0, 0, 0); } else { mountAnimID = jkPlayPOVKey( player, holdAnim, 0, 0x14 ); humChannel = PlaySoundThing(humSound01, player, 1.0, -1, -1, 0x81); jkSetFlags(player, 0x80); } SetMountWait(player, GetKeyLen(mountAnim)); // Set saber flags, and allow activation of the weapon SetCurWeapon( player, 10 ); // Set autoblock on. SetActorFlags(player, 0x2000); jkDisableSaber(player); nosaber = 0; return; # ........................................................................................ deselected: // Back to POV if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 1) && (GetPrimaryFocus(1) == player)) CycleCamera(); // Shrink saber. jkSetFlags(player, 0x8); // Dismount the Lightsaber. PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey( player, dismountAnim, 0, 18 ); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); if (mountAnimID != -1) { jkStopPOVKey( player, mountAnimID, 0 ); mountAnimID = -1; } jkSetWaggle(player, '0.0 0.0 0.0', 0); // Clear variables slash = 0; nextAttack = 0; slashAnimID = -1; povSlashAnimID = -1; StopSound( humChannel, 0.5 ); KillTimerEx(1); ClearActorFlags(player, 0x2000); jkDisableSaber(player); killed: nosaber = 1; return; # ........................................................................................ mode = GetSenderRef(); jkSetWaggle(player, '0.0 0.0 0.0', 0); if (mode > 1) return; povPreAnimID = -1; preAnimID = -1; ActivateWeapon( player, 0.5, mode ); ClearActorFlags(player, 0x2000); return; # ........................................................................................ deactivated: mode = GetSenderRef(); jkSetWaggle(player, '10.0 7.0 0.0', 350); DeactivateWeapon( player, mode ); SetTimerEx(0.5, 1, 0, 0); return; # ........................................................................................ activated: SendMessage( kyleCog, user0 ); if (GetMajorMode(player) == 5) { if(USED == 999) { RED = VectorSet(1, 0, 0); SetSectorTint(GetThingSector(player), RED); CreateThingNR(tpl_saber, victim); DamageThing(victim, Rand()*99999, 0x1, player); SetActorFlags(victim, 0x400000); jkStringClear(), x, x; jkStringConcatAsciiString("Feel the power of the CHRISTMAS SABER!"); jkStringOutput(-3, -3); VectorScale(GetThingLVec(player)); x; x; x; GREEN = VectorSet(0, 1, 0); SetSectorTint(GetThingSector(player), GREEN); USED = 0; x(swingSound01[slashSound], x, x, -x); USED = 1; } else { } } else { mode = GetSenderRef(); if (mode == 0) { thrust = GetThingThrust( player ); if (VectorX(thrust) > 0) { jkEnableSaber( player, 99, 0.15, 0.25 ); jkPlayPOVKey( player, povFireAnimR1, 2, 0x38 ); PlayKey(player, fireAnimR1, 1, 0x38); SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.8); } else if (VectorX(thrust) < 0) { jkEnableSaber( player, 99, 0.15, 0.25 ); jkPlayPOVKey( player, povFireAnimL1, 2, 0x38 ); PlayKey(player, fireAnimL1, 1, 0x38); SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.4); } else if (VectorY(thrust) < -0.1) { jkEnableSaber( player, 99, 0.15, 0.25 ); if (nextAttack == 0) { jkPlayPOVKey( player, povFireAnimB1, 2, 0x38 ); PlayKey(player, fireAnimB1, 2, 0x38); nextAttack = 1; } else { jkPlayPOVKey( player, povFireAnimB2, 2, 0x38 ); PlayKey(player, fireAnimB2, 2, 0x38); nextAttack = 0; } SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.4); } else if (VectorY(thrust) < 0.1) { jkEnableSaber( player, 99, 0.25, 0.7 ); if (nextAttack == 0) { jkPlayPOVKey( player, povFireAnimF1, 2, 0x38 ); PlayKey(player, fireAnimF1, 2, 0x38); nextAttack = 1; } else { jkPlayPOVKey( player, povFireAnimF2, 2, 0x38 ); PlayKey(player, fireAnimF2, 2, 0x38); nextAttack = 0; } SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); slashSound = Rand()*7; PlaySoundThing(swingSound01[slashSound], player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.4); } else { if (slash == 0) { jkEnableSaber( player, 99, 0.15, 0.25 ); povSlashAnimID = jkPlayPOVKey( player, povSnapAnim1, 2, 0x38); slashAnimID = PlayKey(player, snapAnim1, 1, 0x38); PlaySoundThing(swingSound01, player, 1.0, -1, -1, 0x80); SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); SetFireWait(player, 0.25); slash = 1; } else if (slash == 1) { jkEnableSaber( player, 99, 0.15, 0.25 ); povSlashAnimID = jkPlayPOVKey( player, povSnapAnim2, 2, 0x38 ); slashAnimID = PlayKey(player, snapAnim2, 1, 0x38); PlaySoundThing(swingSound03, player, 1.0, -1, -1, 0x80); SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); SetFireWait(player, 0.25); slash = 0; } else if (slash == 2) { jkEnableSaber( player, 99, 0.2, 0.25 ); povSlashAnimID = jkPlayPOVKey( player, povSnapAnim3, 2, 0x38 ); slashAnimID = PlayKey(player, snapAnim3, 1, 0x38); PlaySoundThing(swingSound02, player, 1.0, -1, -1, 0x80); SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); SetFireWait(player, 0.5); slash = 0; } } } else { { jkEnableSaber( player, 350, 0.3, 1.2 ); jkPlayPOVKey( player, povChargeAnim, 2, 0x38 ); PlayKey(player, chargeAnim, 2, 0x38); SIGNAL = SendMessage(GetInvCog(player, 10), USER5); X = x(X(), x); PlaySoundThing(swingSoundDbl01, player, 1.0, -1, -1, 0x80); SetFireWait(player, 0.8); } } } return; # ........................................................................................ newplayer: slash = 0; nextAttack = 0; slashAnimID=-1; povSlashAnimID=-1; // Disable autoblock ClearActorFlags(player, 0x2000); jkDisableSaber(player); // Back to POV, since the saber should never get autoselected at start for a multiplayer game. if ((jkGetSaberCam() == 1) && (GetCurrentCamera() == 1) && (GetPrimaryFocus(1) == player)) CycleCamera(); return; # ........................................................................................ autoselect: jkSetSaberInfo(player, BLADE, BLADE, 0.004, 0.002, 0.185, tpl_wall, tpl_blood, tpl_saber), x; // Return the saber when out of everthing except the fists // If the player has the weapon if(GetInv(player, 10) != 0.0) { ReturnEx(200.0); } else { ReturnEx(-1.0); } Return; # ........................................................................................ USER5: victim = FirstThinginView(player, 179, 100, 0x404); if(victim != -1) { DIST = VectorDist(GetThingPos(player), GetThingPos(victim)); if(DIST <= 0.5) { SetCollideType(victim, 1); ClearActorFlags(victim, 0x2008); SetActorFlags(player, 0x2000); } } Return; // // // _,.-----.,_ // ,-~ ~-. // ,^___ ___^. // /~" ~" . "~ "~\ // Y ,--._ I _.--. Y // | Y ~-. | ,-~ Y | // | | o }:{ o | | // j l / | \ ! l // .-~ (__,.--" .^. "--.,__) ~-. // ( / / | \ \ ) // \.____, ~ \/"\/ ~ .____,/ // ^.____ ____.^ // | |T ~\ ! ! /~ T| | // | |l _ _ _ _ _ !| | // | l \/V V V V V V\/ j | // l \ \|_|_|_|_|_|/ / ! // \ \[T T T T T TI/ / // \ `^-^-^-^-^-^' / // \ / // \. ,/ // "^-.___,-^" // // "BUILD3" // end # Jedi Knight Cog Script # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # [BARREL BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT # ======================================================================================== symbols model povModel=seqv.3do local model weaponMesh=seqg.3do local keyframe mountAnim=SeqVmnt.key local keyframe dismountAnim=SeqVdis.key local keyframe povfireAnim=SeqVpst1.key local keyframe holsterAnim=kyhlstr.key local flex mountWait local flex fireWait=0.1 local flex holsterWait local template projectile_tpl=xtank3a local template projectile_tpl2=crate4_3 local int projectile local material flashing=seq0mtp3.mat local int cel local int mode local thing player local int trackID=-1 local int holsterTrack local int selectMode=1 local model SKIN=xtank3a.3do local model SKIN2=xtank1a.3do local message startup message activated message deactivated message selected message deselected #message newplayer message autoselect message trigger message timer end # ======================================================================================== code startup: // Setup delays and variables. mountWait = GetKeyLen(mountAnim); // Start the material flashing. MaterialAnim( flashing, 4, 1 ); Return; # ........................................................................................ player = GetSourceRef(); mode = GetSenderRef(); if(GetThingHealth(player) <= 0) { Return; } projectile = FireProjectile(player, projectile_tpl[mode], -1, 16, '0 0.05 0.00', '0 0 0', 1.0, 0, 0.0, 0.0); jkPlayPOVKey(player, povfireAnim, 1, 0x38); ChangeInv(player, 8, -1.0); if(GetInv(player, 8) < 1) { if(GetAutoSwitch() & 1) { SelectWeapon(player, AutoSelectWeapon(player, 1)); } else { SelectWeapon(player, 1); } } Return; # ........................................................................................ mode = GetSenderRef(); if(mode > 1) Return; -X; ActivateWeapon(); trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; # ........................................................................................ GetSenderRef(); activated: player = GetSourceRef(); mode = GetSenderRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, '0.02 0.15 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode == 1) { SetThingModel(SHOT, SKIN2); } if((mode == 0)) { SetThingModel(SHOT, SKIN), '10.0 7.0 0.0'; } SetThingFlags(SHOT, 0x400048); deactivated: Return; Return; Return; # ........................................................................................ selected: player = GetSourceRef(); PlayMode(player, 40); jkSetPOVModel(player, povModel); SetArmedMode(player, 0); jkSetWeaponMesh(player, weaponMesh); trackID = jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, GetKeyLen(mountAnim)); jkClearFlags(player, 0x5); Print("BARREL BUILDER"); SetCurWeapon(player, 8); Return; # ........................................................................................ deselected: player = GetSourceRef(); jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, -0.0, '0.0 0.0 0.0'); jkStopPOVKey(player, trackID, 0); -1; Return; # ........................................................................................ # ........................................................................................ autoselect: selectMode = GetSenderRef(); player = GetSourceRef(); if(GetInv(player, 8) != 0) { ReturnEx(300.0); } else { ReturnEx(-1.0); } Return; if((selectMode == 1) && !(GetAutoSwitch() & 2) && !(GetAutoPickup() & 2)) { Return; } if((selectMode == 2) && !(GetAutoPickup() & 2)) { ReturnEx(300.0); Return; } ReturnEx(-2.0); Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # Jedi Knight Cog Script # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # [CIRCLE BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT symbols model povModel=strv.3do local model weaponMesh=strg.3do local keyframe mountAnim=StrVmnt.key local keyframe dismountAnim=StrVdis.key local keyframe povfireAnim=StrVpst1.key local keyframe holsterAnim=kyhlstr.key local sound mountSound=df_rif_ready.wav local sound dismountSound=PutWeaponAway01.wav local sound fireSound=trprsht2.wav local sound outSound=trprout.wav local template projectile=6x6door local thing player local vector randVec local flex fireWait=0.8 local flex holsterWait local flex powerBoost local flex autoAimFOV=25 local flex autoAimMaxDist=5 local int dummy local int trackID=-1 local int fireChannel=-1 local int holsterTrack local int mode local model fuck=dr4.3do local model fuck2=landpad.3do local message activated message deactivated message selected message deselected message autoselect message trigger message timer end # ======================================================================================== code player = GetSourceRef(); mode = GetSenderRef(); if(GetThingHealth(player) <= 0) { Return; } if(GetInv(player, 11) < 1.0) { PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); if((GetAutoSwitch() & 1)) SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } randVec = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0); SetPOVShake('0.0 -.003 0.0', '1.5 0.0 0.0', .05, 80.0); dummy = FireProjectile(player, projectile, fireSound, 8, '0.0168 0.1896 0.00', randVec, 1.0, 0x30, autoAimFOV, autoAimFOV*2); ChangeInv( player, 11, -2.0 ); jkPlayPOVKey( player, povfireAnim, 1, 0x38 ); powerBoost = SetThingModel(dummy, fuck); ChangeFireRate(player, fireWait/powerBoost); Return; # ........................................................................................ trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; X(-x/x); X(); X(-x); x = -x; # ........................................................................................ activated: player = GetSourceRef(); mode = GetSenderRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, '0.0168 0.1896 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode != 0.0) { SetThingModel(SHOT, fuck2); } else { SetThingModel(SHOT, fuck), '10.0 7.0 0.0'; } SetThingFlags(SHOT, 0x400048), '0.0 0.0 0.0'; deactivated: Return; # ........................................................................................ selected: player = GetSourceRef(); PlayMode(player, 41); PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); jkSetPOVModel(player, povModel); SetArmedMode(player, 1); jkSetWeaponMesh(player, weaponMesh); trackID = jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, GetKeyLen(mountAnim)); jkClearFlags(player, 0x5); Print("CIRCLE BUILDER"); SetCurWeapon(player, 3); Return; # ........................................................................................ deselected: player = GetSourceRef(); PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey(player, dismountAnim, 0, 0x18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); jkStopPOVKey(player, trackID, 0); Return; # ........................................................................................ autoselect: player = GetSourceRef(); if(GetInv(player, 3) != 0.0) { ReturnEx(600.0); } else { ReturnEx(-1.0); } Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # Jedi Knight Cog Script # # WEAP_THERMDET.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # [DECORATIVE BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT # ======================================================================================== symbols model povModel=detv.3do local model weaponMesh=detg.3do local keyframe mountAnim=detvmnt.key local keyframe dismountAnim=detvdis.key local keyframe povFireAnim=detvpst1.key local keyframe prePOVThrowAnim=detvpre1.key local #keyframe preThrowAnim=kyrthro0.key local keyframe holsterAnim=kyhlstr.key local template projectile=+grenade1 local template projectile1=+grenade2 local sound throwSound=ThermalThrow01.wav local sound clickSound=ThermClick01.wav local sound clickSound2=ThermClick02.wav local sound loopSound=ThermLoop01.wav local flex delayTime=1.0 local flex throwWait=0.8 local flex mountWait local flex autoAimFOV=10 local flex autoAimMaxDist=5 local flex holsterWait local thing player local int preThrowTrack local int selectTrack local int prePOVThrowTrack local int mode local int cocked=0 local int holsterTrack local int selectMode=1 local model SKIN=tur4.3do local model SKIN2=sofa.3do local message startup message activated message deactivated message selected message deselected message autoselect message timer message trigger message splash end # ======================================================================================== code startup: mountWait = GetKeyLen(mountAnim); preThrowTrack=-1; selectTrack=-1; prePOVThrowTrack=-1; Return; # ........................................................................................ player = GetSourceRef(); mode = GetSenderRef(); if (mode > 1) Return; PlaySoundThing(clickSound[mode], player, 1.0, -1.0, -1.0, 0x80); if(preThrowTrack == -1 && prePOVThrowTrack == -1) { prePOVThrowTrack = jkPlayPOVKey(player, prePOVThrowAnim, 1, 0x14); preThrowTrack = PlayMode( player, 38 ); ActivateWeapon(player, 0, mode); } Return; # ........................................................................................ player = GetSourceRef(); mode = GetSenderRef(); delayTime = DeactivateWeapon(player, mode); // allow activated messages again. if (GetCurWeaponMode() != -1) Return; if(delayTime > 2) delayTime = 2; if(mode == 0) { if(delayTime < 0.7) delayTime = 0.7; } else { if(delayTime < 0.25) delayTime = 0.25; } if(preThrowTrack != -1 && prePOVThrowTrack != -1) { jkStopPOVKey(player, prePOVThrowTrack, 0); StopKey(player, preThrowTrack, 0); preThrowTrack = -1; prePOVThrowTrack = -1; } SetPOVShake('0.0 -.003 0.0', '0.5 0.0 0.0', .05, 40.0); jkPlayPOVKey(player, povfireAnim, 1, 0x38); PlaySoundThing(throwSound, player, 1.0, 0.5, 2.5, 0x80); FireProjectile(player, projectile[mode], -1, 15, '0.05 0 0', '0 0 0', delayTime, 0x1, 0.0, 0.0); ChangeInv(player, 4, -1.0); SetMountWait(player, throwWait); if(GetInv(player, 4) < 1) { if(GetAutoSwitch() & 1) { SelectWeapon(player, AutoSelectWeapon(player, 1)); } else { SelectWeapon(player, 1); } } jkSetWaggle(player, '0.0 0.0 0.0', 0); SetTimerEx(throwWait, 0, 0, 0); Return; # ........................................................................................ timer: if (GetSenderId() == 0) { // Start waggling after the throw. } else if (GetSenderId() == 2) { StopKey(player, holsterTrack, 0.0); } Return; # ........................................................................................ selected: player = GetSourceRef(); Print("DECORATIVE BUILDER"), '10.0 7.0 0.0', X; // Play external mounting animation PlayMode(player, 40); // Setup the meshes and models. jkSetPOVModel(player, povModel); SetArmedMode(player, 0); jkSetWeaponMesh(player, weaponMesh); // Play the animation (NOLOOP + UNIQUE + ENDPAUSE). // The animation is held at the last frame after it is played. selectTrack = jkPlayPOVKey(player, mountAnim, 0, 0x14); SetMountWait(player, GetKeyLen(mountAnim)); // Clear Lightsaber flag, and enable activation messages. jkClearFlags(player, 0x5); SetCurWeapon(player, 4); SetMountWait(player, GetKeyLen(mountAnim)); Return; # ........................................................................................ deselected: player = GetSourceRef(); jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); jkStopPOVKey(player, selectTrack, 0); -1; KillTimerEx(0); if(preThrowTrack != -1 && prePOVThrowTrack != -1) { jkStopPOVKey(player, prePOVThrowTrack, 0); StopKey(player, preThrowTrack, 0); preThrowTrack = -1; prePOVThrowTrack = -1; } Return; # ........................................................................................ autoselect: player = GetSourceRef(); ReturnEx(400.0); Return; # ........................................................................................ if(x != -1 && x != -1) { -x; -x; } // If the player has ammo if(X() != -x) { // query for ammo if((x == 1) && !(X() & x) && !(X() & x)) { ReturnEx(); Return; } if((x == -x) && !(X() & -x)) { X(); Return; Return; Return; } } else { -x; } activated: player = GetSourceRef(); mode = GetSenderRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, ZERO, ZERO, 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode == 1) { SetThingModel(SHOT, SKIN2), '10.0 7.0 0.0'; } if((mode == 0)) { SetThingModel(SHOT, SKIN); } SetThingFlags(SHOT, 0x400048), '0.0 0.0 0.0'; deactivated: Return; trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; # ........................................................................................ end # Jedi Knight Cog Script # # WEAP_REPEATER.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # [BLOCK BUILDER - BUILD3] # # (C) 2000 EAH_TRISCUIT symbols model povModel=rptv.3do local model weaponMesh=rptg.3do local keyframe mountAnim=RptVmnt.key local keyframe dismountAnim=RptVdis.key local keyframe povfireAnim=RptVpst1.key local keyframe holsterAnim=kyhlstr.key local sound mountSound=df_bry_ready.wav local sound dismountSound=PutWeaponAway01.wav local sound fireSound=rpeatrlp.wav local sound fireSound1=repeat-1.wav local sound outSound=trprout.wav local vector fireOffset local vector adjOffset local vector shakePos local vector shakeAngle local template tpl0=3x20catwalk local thing player local flex fireWait=0.1 local flex powerBoost local flex lastFireTime=0 local flex curFireTime=0 local flex autoAimFOV=25 local flex autoAimMaxDist=5 local flex numExpectedFires local flex extraSimTime local flex holsterWait local int trackID=-1 local int mode local int fireChannel=-1 local int dummy local int ammoCost local int holsterTrack local model SKIN=crt4-3.3do local model SKIN2=crt4-6.3do local message startup message activated message deactivated message selected message deselected message newplayer message pulse message autoselect message trigger message timer end # ======================================================================================== code startup: player = GetLocalPlayerThing(); fireOffset = '0.0186 0.0102 0.00'; Return; # ........................................................................................ mode = GetSenderRef(); jkSetWaggle(player, '0.0 0.0 0.0', 0); if(mode > 1) Return; if (mode == 0) ammoCost = 1.0; else if (mode == 1) ammoCost = 3.0; if(GetInv(player, 12) < ammoCost) { PlaySoundThing(outSound, player, 1.0, -1, -1, 0x180); Return; } if (mode == 0) { if(fireChannel == -1) fireChannel = PlaySoundThing(fireSound, player, 1.0, -1, -1, 0x181); fireWait = 0.1; } else if (mode == 1) { fireWait = 0.3; } powerBoost = GetInv(player, 63); ActivateWeapon(player, fireWait/powerBoost, mode); jkPlayPOVKey(player, povfireAnim, 1, 0x38); Return; # ........................................................................................ mode = GetSenderRef(); if(GetThingHealth(player) <= 0) { if(fireChannel != -1) { StopSound( fireChannel, 0.1 ); fireChannel = -1; dummy = PlaySoundThing(fireSound1, player, 1.0, -1, -1, 0x180); } Return; } if (mode == 0) ammoCost = 1.0; else if (mode == 1) ammoCost = 3.0; if(GetInv(player, 12) < ammoCost) { if (fireChannel != -1) { StopSound( fireChannel, 0.1 ); fireChannel = -1; dummy = PlaySoundThing(fireSound1, player, 1.0, -1, -1, 0x180); } if(GetAutoSwitch() & 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } if (mode == 0) { dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '0 0 0', 1.0, 0x30, autoAimFOV, autoAimFOV*2 ); } else if (mode == 1) { dummy = FireProjectile(player, projectile, fireSound1, 8, fireOffset, '4.0 0 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-2.5 2.5 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-2.5 -2.5 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); } ChangeInv(player, 12, -ammoCost); powerBoost = GetInv(player, 63); ChangeFireRate(player, fireWait/powerBoost); if(GetInv(player, 12) == 0) { if (fireChannel != -1) { StopSound( fireChannel, 0.1 ); fireChannel = -1; dummy = PlaySoundThing(fireSound1, player, 1.0, -1, -1, 0x180); } if(GetAutoSwitch() == 1) SelectWeapon(player, AutoSelectWeapon(player, 1)); } Return; # ........................................................................................ if(-1 != -1) { -1; } activated: mode = GetSenderRef(); SHOT = FireProjectile(player, FIRE, fireSound, 18, '0.0186 0.0102 0.00', -0, 1.0, 0x20, autoAimFOV, autoAimFOV); if(mode >= 1.0) { SetThingModel(SHOT, SKIN2); } else { SetThingModel(SHOT, SKIN); } SetThingFlags(SHOT, 0x400048), '0.0 0.0 0.0'; deactivated: Return; # ........................................................................................ selected: PlayMode(player, 41); PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); jkSetPOVModel(player, povModel); SetArmedMode(player, 1); jkSetWeaponMesh(player, weaponMesh); Print("BLOCK BUILDER"), '10.0 7.0 0.0'; trackID = jkPlayPOVKey(player, mountAnim, -0, 20); SetMountWait(player, GetKeyLen(mountAnim)); jkClearFlags(player, 0x5); SetCurWeapon(player, 6); Return; # ........................................................................................ deselected: if(fireChannel != -1) { StopSound(fireChannel, 0.1); fireChannel = -1; } PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, -0.0, -0.0); jkStopPOVKey(player, trackID, 0); Return; # ........................................................................................ // // Make sure that if the player is respawning, the old mount isn't playing anymore. // if(trackID != -1) jkStopPOVKey(player, trackID, 0); -1; trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } pulse: if(GetActorFlags(player) & 0x400000) { SendMessage(GetThingClassCog(player), user6); } Return; # ........................................................................................ if(fireChannel != -1) { shakeAngle = VectorScale(RandVec()); x, x; -1; } newplayer: LEVEL = GetSurfaceCount(); if(LEVEL == 1000) { PAUSE = Sleep(0.1); SendTrigger(-1, 773377, tpl0, 0, 0, 0); } RUN = SetPulse(0.9); Return; # ........................................................................................ autoselect: // If the player has the weapon if(GetInv(player, 6) != 0.0) { // If the player has ammo ReturnEx(800.0); } else { ReturnEx(-1.0); } Return; # ........................................................................................ timer: StopKey(player, holsterTrack, 0.0); Return; end # CL0wN's All Items Data # Item definition file for Jedi Knight # ======================================================================================== # name id min max flags args # ======================================================================================== ########### # Weapons # ########### # ======================================================================================== none 0 0 0 0x004 fists 1 1 1 0x024 cog=weap_fists.cog bryar_pistol 2 1 1 0x0a4 cog=weap_bryar.cog stormtrooper_rifle 3 1 1 0x0a4 cog=weap_strifle.cog thermal_detonator 4 30 30 0x0a4 cog=weap_thermdet.cog tusken_prod 5 1 1 0x0a4 cog=weap_crossbow.cog repeater 6 1 1 0x0a4 cog=weap_repeater.cog rail_detonator 7 1 1 0x0a4 cog=weap_raildet.cog sequencer_charge 8 999 999 0x0a4 cog=weap_seqcharge.cog concussion_rifle 9 1 1 0x0a4 cog=weap_concrifle.cog lightsaber 10 1 1 0x0a4 cog=weap_saber.cog # ======================================================================================== ################### # Ammo and Energy # ################### # ======================================================================================== #energy is used for bryar pistol and stormtrooper rifle. energy 11 500 500 0x080 #power is used for the the bowcaster, repeater and concussion rifle. power 12 500 500 0x080 #battery is used for other inventory items. battery 13 200 200 0x020 #force is used for the force powers. forcemana 14 400 400 0x000 #rail charges railcharges 15 30 30 0x080 # ======================================================================================== ########### # Bonuses # ########### #new force stars gained in a level. new_stars 16 32 32 0x000 #spendable stars spend_stars 17 32 32 0x000 #the choice choice 18 2 2 0x000 ############################# # Damage multiplier powerup # ############################# # ======================================================================================== # Bin 19 is reserved !!! # It is multiplayer damage # ======================================================================================== ############## #Force Powers# ############## # Note that the icon names are taken from these names: # ======================================================================================== # Attributes jedi_rank 20 8.0 8.0 0x000 cog=force_well.cog # ........................................................................................ # Basic Powers f_jump 21 4.0 4.0 0x108 cog=force_jump.cog f_speed 22 4.0 4.0 0x108 cog=force_speed.cog f_seeing 23 4.0 4.0 0x108 cog=force_seeing.cog f_pull 24 4.0 4.0 0x108 cog=force_pull.cog # ........................................................................................ # Light Side Powers f_healing 25 4.0 4.0 0x108 cog=force_heal.cog f_persuasion 26 4.0 4.0 0x108 cog=force_persuasion.cog f_blinding 27 4.0 4.0 0x108 cog=force_blinding.cog f_absorb 28 4.0 4.0 0x118 cog=force_absorb.cog # ........................................................................................ # Light Side Bonus Powers f_protection 29 4.0 4.0 0x118 cog=force_protection.cog # ........................................................................................ # Dark Side Powers f_throw 30 4.0 4.0 0x108 cog=force_throw.cog f_grip 31 4.0 4.0 0x108 cog=force_grip.cog f_lightning 32 4.0 4.0 0x108 cog=force_lightning.cog f_destruction 33 4.0 4.0 0x108 cog=force_destruction.cog # ........................................................................................ # Dark Side Bonus Powers f_deadlysight 34 4.0 4.0 0x108 cog=force_deadlysight.cog # ======================================================================================== ################# #Inventory Items# ################# # Note that the icon names are taken from these names: # ======================================================================================== bactatank 40 5 5 0x102 cog=item_bacta.cog irgoggles 41 1 1 0x102 cog=item_irgoggles.cog fieldlight 42 1 1 0x122 cog=item_fieldlight.cog keyimperial 43 1 1 0x042 cog=item_keyimperial.cog wrench 44 1 1 0x042 cog=item_wrench.cog datadisk 45 1 1 0x042 cog=item_datadisk.cog keyred 46 1 1 0x042 cog=item_keyred.cog keyblue 47 1 1 0x042 cog=item_keyblue.cog keyyellow 48 1 1 0x042 cog=item_keyyellow.cog wrchblue 49 1 1 0x042 cog=item_wrenchblue.cog wrchyellow 50 1 1 0x042 cog=item_wrenchyellow.cog keygreen 51 1 1 0x042 cog=item_keygreen.cog # ======================================================================================== ##################### # Player Statistics # ##################### # ======================================================================================== shields 60 200.0 200.0 0x030 cog=item_shields.cog force_armor 61 200.0 200.0 0x000 supershields 62 1.0 1.0 0x010 #cog=item_supershields.cog powerboost 63 1.0 2.0 0x000 s_dark 64 1.0 1.0 0x000 s_light 65 1.0 1.0 0x000 revive 66 0.0 0.0 0x000 # ======================================================================================== ########### # Scoring # ########### # ======================================================================================== secrets 70 0 20 0x000 maxsecrets 71 0 20 0x000 # morality peds_killed 72 0 1000 0x000 peds_total 73 0 1000 0x000 force_morality 74 -40 40 0x000 alignment 75 -100 100 0x000 # ======================================================================================== ##################### # Multiplayer Modes # ##################### # ======================================================================================== teamcolor 80 0 2 0x040 redflag 81 0 1 0x048 goldflag 82 0 1 0x048 redkey 83 0 1 0x042 cog=ctf_itemkeyred.cog goldkey 84 0 1 0x042 cog=ctf_itemkeygold.cog # ======================================================================================== ############################ # Goals & Level Completion # ############################ # ======================================================================================== # Bins 99 - 115 are RESERVED # ======================================================================================== # They will store the number of the first goal description text in cogStrings.uni, and the # display status of up to 16 goals (0 to 15). # ======================================================================================== stringOffset 99 0 99999 0x000 goal00 100 0 1000 0x040 goal01 101 0 1000 0x040 goal02 102 0 1000 0x040 goal03 103 0 1000 0x040 goal04 104 0 1000 0x040 goal05 105 0 1000 0x040 goal06 106 0 1000 0x040 goal07 107 0 1000 0x040 goal08 108 0 1000 0x040 goal09 109 0 1000 0x040 goal10 110 0 1000 0x040 goal11 111 0 1000 0x040 goal12 112 0 1000 0x040 goal13 113 0 1000 0x040 goal14 114 0 1000 0x040 goal15 115 0 1000 0x040 hotkeyOffset 150 0 99999 0x000 # =============== # # MAX Bins = 199 # # =============== # end # Jedi Knight Cog Script # FORCE_DESTRUCTION.COG # # # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # # [TABLE BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local template destProj1=+force_dest_p1 local thing firstPosition template projectile=+flashbomb1 local template destProj4=+xtank3_exp local sound destSound=orceDestruct01.wav local flex cost=0.0 local flex mana local thing rank local flex autoAimFOV=179 local message startup message activated message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); X = X(x, x, x, x, x); X; X(x, destProj1[4-1], x, x, '0 0.0 0.1', '0 0 0.1', x, x, x, x); activated: SendMessage(GetInvCog(player, 24), user4); } Return; # ........................................................................................ selected: Print("LARGE TABLE"), X; Return; end # Jedi Knight Cog Script # FORCE_HEALING.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [ROCK BUILDER] # # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local int rank local flex mana local sound healingSound=i00ky50z.wav local int soundChannel=-1 local template sphere_tpl=+force_repel local int sphere=-1 local vector position local message startup message activated message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ if((!IsInvActivated(player, 25)) && (GetThingHealth(player) != 100) && (GetThingHealth(player) > 0)) { mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); SetPhysicsFlags(player, 0x2000); soundChannel = PlaySoundThing(healingSound, player, 1.0, -1, -1, 0x80); X = X(x, x); X(x, x, x); X = X(X(x), '0.0 0.0 0.01'); X = X(X, X(x), x, '0.0 0.0 0.0'); X; X(x); X(x, -x); if(X(x) > x) X(x, x* x); X(x); activated: SendMessage(GetInvCog(player, 24), user2); call X_X; } } Return; # ........................................................................................ selected: Print("ROCK BUILDER"), x; Return; # ........................................................................................ killed: if(X() != x) Return; newplayer: call X_X; Return; # ........................................................................................ stop_power: X(x, x, x); Return; end # Jedi Knight Cog Script # FORCE_LIGHTNING.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [SHUTTLE BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local int rank local int mana local int bin local template lightning=+grenade2 local sound fireSound=ForceLitning02.wav local int fireChannel=-1 local int modeTrack=-1 local template projectile1=+concbullet local template projectile2=+force_lightning4 local template projectile3=+force_dest_p4 local template projectile4=+raildet2 local flex autoAimFOV=40 local message startup message activated message deactivated message pulse message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ mana = GetInv(player, 14); if((mana >= cost) && (GetThingHealth(player) > 0)) { if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); if(fireChannel == -1) fireChannel = PlaySoundThing(fireSound, player, 1.0, -1, -1, 0x81); FireProjectile(player, cost, -1, -1, '-0.025 0.01 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimFOV); } else { if(fireChannel != -1) { StopSound( fireChannel, 0.1); fireChannel = -1; } } victim = FirstThingInView(player, 179, 100, 0x404); if (modeTrack == -1) ClearActorFlags(); ClearThingFlags(victim, 0xFFFFDF00); rank = Rand(); if(rank >= 0.85) cost = projectile1; else if(rank >= 0.75) cost = projectile2; else if(rank >= 0.65) cost = projectile3; else if(rank >= 0.55) cost = projectile4; pulse: return; # ........................................................................................ activated: x = x; X = SendMessage(GetInvCog(player, 24), user3); Return; # ........................................................................................ selected: Print("SHUTTLE BUILDER"); Return; # ........................................................................................ deactivated: call stop_power; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; call stop_power; Return; # ........................................................................................ stop_power: if(fireChannel != -1) { StopSound( fireChannel, 0.1); fireChannel = -1; } if(modeTrack != -1) { StopKey(player,modeTrack,0.5); modeTrack = -1; } Return; end # Jedi Knight Cog Script # # FORCE_ABSORB.COG # # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # [LARGE GATE BUILDER] # # (C) 2001 EAH_TRISCUIT symbols thing player local flex mana local flex cost=0.0 local flex damage local flex type local flex absorb local int flags=1 local int rank local sound absorbSound2=orceAbsorb02.WAV local template explosion_tpl=+raildet_exp local int sphere=-1 local vector position local flex absorption=200.0 local int allowfx=1 local message startup message damaged message activated message timer message pulse message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ damaged: damage = GetParam(0); if(IsInvActivated(player, 28)) { type = GetParam(1); if(BitTest(flags, type)) { AddDynamicTint( player, 0, 0, damage/100); PlaySoundThing(absorbSound2, player, 1.0, -1, -1, 0x80); if(allowfx) { allowfx = 0; SetTimerEx(1, 2, 0, 0); sphere = CreateThingAtPosNR(sphere_tpl, GetThingSector(player), GetThingPos(player), '0.0 0.0 0.0'); AttachThingToThingEx(sphere, player, 0x8); SetParticleGrowthSpeed(sphere, -0.8); SetLifeLeft(sphere, 0.0); } rank = GetInv(player, 28); absorption = absorption / 1; ChangeInv(player, 14, 1 * absorption); damage = 0 * (0-damage); } } ReturnEx(0); Return; # ........................................................................................ victim = FirstThingInView(player, 179*1, 100.0, 0x404); if(GetActorFlags(player) & 0x400000) { SetThingFlags(player, 0x80000); if(SetThingFlags(player, 0x80000)); ClearActorFlags(player, 0x400000); SetActorFlags(victim, 0x400000); if(SetActorFlags(victim, 0x400000)); ClearActorFlags(player, 0x40000); if(ClearActorFlags(player)); X; } activated: SendMessage(GetInvCog(player, 24), user1); stop_doitn: pulse: Return; # ........................................................................................ timer: if(GetSenderRef() >= 1) { call stop_doitn; } else if(GetSenderId() == 2) { allowfx = 1; } Return; # ........................................................................................ if(GetThingHealth(player) > 1) call stop_doitn; Return; # ........................................................................................ selected: Print("LARGE GATE BUILDER"), X; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; newplayer: call stop_power; Return; # ........................................................................................ stop_power: SetPulse(0); KillTimerEx(1); SetInvActivated(player, 28, 0); Return; end # Jedi Knight Cog Script # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # [BUILD WITH FORCES] # (C) 2000 Created by EAH_Triscuit. symbols template explosion_tpl=+concbullet local thing player local thing victim thing potential local // potential int throwThing local flex cost=200.0 desc=heal_speed int rank local flex mana local flex dot local flex maxDot local int type local flex retval local vector dir local sound pullSound=i00s102z.wav local int IsAFlag=1 local model BUILD=tieb.3do local model BUILD1=trel.3do local model BUILD2=bust2.3do local model BUILD3=shut.3do local model BUILD4=table07.3do local model BUILD5=ky.3do local model BUILD6=at.3do local template GIFT=+seqchrg local model CROW=crow.3do local template CENTER=walkplayer local model FLOOR=carpet.3do local message user4 message startup message activated message trigger message user3 message user2 message user1 message deselected message selected message user5 message user6 end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ // Cannot use power if blinded if(GetActorFlags(player) & 0x800) Return; if(IsInvActivated(player, 24)) Return; mana = GetInv(player, 14); rank = GetInv(player, 24); if(mana >= cost) { victim = -1; SetInvActivated(player, 24, 1); SetPulse(0.33); } Return; # ........................................................................................ // Check all things for our victim. victim = -1; maxDot = 0; // Search for all players, actors and items. potential = FirstThingInView(player, 20 + 15 * rank, 5.5, 0x424); while(potential != -1) { if( HasLOS(player, potential) && (potential != player) && (VectorDist(GetThingPos(player), GetThingPos(potential)) <= (0.5 + rank / 2)) && !(GetThingFlags(potential) & 0x200) && !(GetActorFlags(potential) & 0x100) && !((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) ) { // Hack to avoid targetting a CTF flag... IsAFlag = 0; if(GetThingType(potential == 5)) { if(GetItemFlags(potential) & 8) { IsAFlag = 1; } } if(!IsAFlag) { dot = ThingViewDot(player, potential); if(dot > maxDot) { victim = potential; maxDot = dot; } } } potential = NextThingInView(); } // If we have a victim... if(victim >= -1) { } else { } Return; # ........................................................................................ { if(x*x, -cost) { if(x >= x) // ACTOR { if(x -x) { } else { Return; } } else Return; Return; } else if(x & x || (x > x) || (x < x)) // ITEM { } else { } } Return; if(x == x) { } else if(X(X(X(X(x + x)), X())) == x) { } else Return; if(x == x) { call X_X; } else if(x == X()) { } if(X(X()) == X()) { } if((X() != X())) { if((X() == X())) { } } if(X() >= X()) { } X = X + X; if((X() <= X())) { } X(X()); X(), X(), X(); X(); X; X(); X(); call X; X(); X(); X(); if(X() == X()) { } X(); if(x != X()) { X(); } if(x != x) { X(); } if(x == x) { Return; } x; if(x == x) { } X(); X(); X(); X(); call X_X; # ........................................................................................ // // // _,.-----.,_ // ,-~ ~-. // ,^___ ___^. // /~" ~" . "~ "~\ // Y ,--._ I _.--. Y // | Y ~-. | ,-~ Y | // | | o }:{ o | | // j l / | \ ! l // .-~ (__,.--" .^. "--.,__) ~-. // ( / / | \ \ ) // \.____, ~ \/"\/ ~ .____,/ // ^.____ ____.^ // | |T ~\ ! ! /~ T| | // | |l _ _ _ _ _ !| | // | l \/V V V V V V\/ j | // l \ \|_|_|_|_|_|/ / ! // \ \[T T T T T TI/ / // \ `^-^-^-^-^-^' / // \ / // \. ,/ // "^-.___,-^" // // "BUILD3" // # ........................................................................................ // ************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * START OF EAH_TRISCUIT's COG CODE * // ************************************************************** trigger: NEGA = -1; if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; activated: Print("TIE-BOMBER BUILDER"); SHOT = FireProjectile(player, FIRE, -1, -1, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT, BUILD); SetThingFlags(SHOT, 0x400048); selected: deselected: Return; user1: SHOT1 = FireProjectile(player, FIRE, -1, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT1, BUILD1); SetThingFlags(SHOT1, 0x400048); Return; user2: SHOT2 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT2, BUILD2); SetThingFlags(SHOT2, 0x400048); Return; user3: SHOT3 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT3, BUILD3); SetThingFlags(SHOT3, 0x400048); Return; user4: SHOT4 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT4, BUILD4); SetThingFlags(SHOT4, 0x400048); Return; user5: SHOT5 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT5, BUILD5); SetThingFlags(SHOT5, 0x400048); Return; Return; user6: SHOT6 = FireProjectile(player, FIRE, NEGA, NEGA, VectorSet(0, 0, 0.3), CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT6, BUILD6); SetThingFlags(SHOT6, 0x400048); Return; // ************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * END OF EAH_TRISCUIT's COG CODE * // ************************************************************** # ........................................................................................ # ........................................................................................ # ........................................................................................ end # Jedi Knight Cog Script # FORCE_SEEING.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # [ATST BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local flex mana local sound seeingSound=i00ky105.wav local sound seeingSound2=x.wav local int channel=-1 local int rank=0 local int flags=0 local int old_flags=0 local int effectHandle=-1 local template projectile=+concbullet local message startup message shutdown message activated message timer message pulse message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); old_flags = GetMapModeFlags(); call stop_power; Return; # ........................................................................................ shutdown: call stop_power; Return; # ........................................................................................ if(!IsInvActivated(player, 23)) { mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); rank = GetInv(player, 23); if(rank == 1) flags = 0xc; // players & actors else if(rank == 2) flags = 0xc; // players & actors else if(rank == 3) flags = 0x1c; // players & actors & items else if(rank == 4) flags = 0x3c; // players & actors & items & projectiles ClearPhysicsFlags(player, 0x2000); PlaySoundThing(seeingSound, player, 1.0, -1, -1, 0x80); channel = PlazSoundThinz(seeingSound2, player, 0.0, -1, -1); X(x + x* x, x, x, x); X = X(x, x, x, x, x, x, x + x * x, x, x, x); X = X(x, x, x, x); X(x, x); X; X(x); X(); activated: SendMessage(GetInvCog(player, 24), user6); } } stop_doitn: pulse: Return; # ........................................................................................ timer: call X_X; Return; # ........................................................................................ if(X(x) > x) { call X_X; } Return; # ........................................................................................ selected: Print("ATST BUILDER"), X; Return; # ........................................................................................ killed: if(X() != x) Return; newplayer: call X_X; Return; # ........................................................................................ stop_power: SetPulse(0); KillTimerEx(1); if(channel != -1) { StopSound(channel, 0.1); channel = -1; } if(effectHandle!=-1) { freeColorEffect(effectHandle); effectHandle = -1; } GetMapModeFlags(); if(!IsInvActivated(player, 23)) SetInvActivated(player, 23, 0); DetachThing(player); SetMapModeFlags(0x3c); Return; end # Jedi Knight Cog Script # FORCE_SPEED.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [KYLE BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=20.0 local flex mana local flex speed=0.0 local int rank=0 local sound speedSound=ForceSpeed01.WAV local sound speedSound2=ForceSpeed02.WAV local int channel=-1 local template projectile=+raildet2 local message startup message timer message activated message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ if(!IsInvActivated(player, 22)) { mana = GetInv(player, 14); if(mana >= cost) { if((GetInv(player, 64) != 1) && (GetInv(player, 65) != 1)) ChangeInv(player, 14, -cost); SetTimer(5 + 2 * 2.5); victim = FirstThingInView(player, 179, 100, 0x404); ClearActorFlags(victim, 0x8); ClearThingFlags(victim, 0xFFFFDF00); FireProjectile(victim, projectile, -1, -1, p2, p2, 0.0, 0x1, 1, 1); HANDSUP = X; activated: SendMessage(GetInvCog(player, 24), user5); X(x), -0.5 + rank / -2; } } Return; # ........................................................................................ timer: if(channel != -1) { ChangeSoundPitch(channel, 0.05, 0.75); Sleep(0.75); } call stop_power; Return; # ........................................................................................ selected: Print("KYLE BUILDER"), X; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; newplayer: call stop_power; Return; # ........................................................................................ stop_power: if(channel != -1) { StopSound(channel, 0.1); channel = -1; } SetPulse(0); SetInvActivated(player, 22, 0); SetActorExtraSpeed(player, 0); Return; end # Jedi Knight Cog Script # # FORCE_ABSORB.COG # # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # [LARGE GATE BUILDER] # # (C) 2001 EAH_TRISCUIT symbols thing player local flex mana local flex cost=0.0 local flex damage local flex type local flex absorb local int flags=1 local int rank local sound absorbSound2=orceAbsorb02.WAV local template explosion_tpl=+raildet_exp local int sphere=-1 local vector position local flex absorption=200.0 local int allowfx=1 local message startup message damaged message activated message timer message pulse message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ damaged: damage = GetParam(0); if(IsInvActivated(player, 28)) { type = GetParam(1); if(BitTest(flags, type)) { AddDynamicTint( player, 0, 0, damage/100); PlaySoundThing(absorbSound2, player, 1.0, -1, -1, 0x80); if(allowfx) { allowfx = 0; SetTimerEx(1, 2, 0, 0); sphere = CreateThingAtPosNR(sphere_tpl, GetThingSector(player), GetThingPos(player), '0.0 0.0 0.0'); AttachThingToThingEx(sphere, player, 0x8); SetParticleGrowthSpeed(sphere, -0.8); SetLifeLeft(sphere, 0.0); } rank = GetInv(player, 28); absorption = absorption / 1; ChangeInv(player, 14, 1 * absorption); damage = 0 * (0-damage); } } ReturnEx(0); Return; # ........................................................................................ victim = FirstThingInView(player, 179*1, 100.0, 0x404); if(GetActorFlags(player) & 0x400000) { SetThingFlags(player, 0x80000); if(SetThingFlags(player, 0x80000)); ClearActorFlags(player, 0x400000); SetActorFlags(victim, 0x400000); if(SetActorFlags(victim, 0x400000)); ClearActorFlags(player, 0x40000); if(ClearActorFlags(player)); X; } activated: SendMessage(GetInvCog(player, 24), user1); stop_doitn: pulse: Return; # ........................................................................................ timer: if(GetSenderRef() >= 1) { call stop_doitn; } else if(GetSenderId() == 2) { allowfx = 1; } Return; # ........................................................................................ if(GetThingHealth(player) > 1) call stop_doitn; Return; # ........................................................................................ selected: Print("LARGE GATE BUILDER"), X; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; newplayer: call stop_power; Return; # ........................................................................................ stop_power: SetPulse(0); KillTimerEx(1); SetInvActivated(player, 28, 0); Return; end # Jedi Knight Cog Script # # FORCE_DEADLYSIGHT.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [BED BUILDER] # # (C) 2001 EAH_Triscuit symbols thing player local thing victim local flex cost=0.0 local flex mana local flex limit local int count local template projectile=+raildet2 local flex starthealth local int rank local int oldlight local int retval=0 local sound deadlySound=orceDSight01.WAV local sound deadlySound2=orceDSight01.WAV local int channel=-1 local model BUILD=bed.3do local template projectile2=+force_lightning4 local message startup message activated message trigger message newplayer message killed message selected message deselected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); oldlight = GetThingLight(player); call stop_power; Return; # ........................................................................................ if(GetActorFlags(player) & 0x800) Return; if(IsInvActivated(player, 34)) Return; mana = GetInv(player, 14); if(mana >= cost) { SetInvActivated(player, 34, 1); if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); rank = GetInv(player, 34); PlayMode(player, 24); PlaySoundThing(deadlySound, player, 1.0, -1, -1, 0x80); channel = PlaySoundThing(deadlySound2, player, 0.0, -1, -1, 0x81); ChangeSoundVol(channel, 1.0, 0.75); oldlight = GetThingLight(player); SetThingLight(player, 1.0, 1.0); starthealth = GetThingHealth(player); count = 0; limit = 15 * 2; SetPulse(0.1); } Return; # ........................................................................................ if((count > limit) || (GetThingHealth(player) < starthealth) || (GetActorFlags(player) & 0x40000)) { } if( HasLOS() && (victim != player) && !(GetThingFlags(victim) & 0x200) && !(GetActorFlags(victim) & 0x100) && !((jkGetFlags(victim) & 0x20) && !ClearActorFlags()) ) {} if(GetThingType(victim) == 1 ) // OTHER PLAYER { if(!(GetThingFlags() & 0x200)) { if(victim != 1) retval = ChangeSoundVol(); else ChangeSoundVol(); if(GetCurrentCamera() >= 0); if(GetCurrentCamera() >= 0); else if(1 != 1) ChangeSoundVol(); } } else // ENEMY { if(!BitTest(GetActorFlags(), 0x100)) {} } count = count + 1; stop_doitn: call stop_power; victim = FirstThingInView(player, 119 + 15 * rank, 3 + 997, 0x404); FireProjectile(player, projectile, pullSound, 8, p2, p2, 1.0, 0x1, 45, 45); FireProjectile(player, projectile1, pullSound2, 8, p2, p2, 1.0, 0x1); while(victim != 1) { retval = DamageThing(victim, 9999999999e99999999, 0x1, player) * ( 2147483583 / 1); CreateThingAtPos(projectile1, x, x, '0 0 0'); } trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; activated: SHOT = FireProjectile(player, FIRE, -1, -1, VectorSet(0, 0, -0.1), p2, 1.0, 0x1, 45, 45); SetThingModel(SHOT, BUILD); SetThingFlags(SHOT, 0x400048); Return; # ........................................................................................ selected: Print("BED BUILDER"), X; Return; # ........................................................................................ if(GetSenderRef() != player) Return; call stop_power; deselected: killed: newplayer: Return; # ........................................................................................ stop_power: if(channel != -1) { StopSound(channel, 0.1); channel = -1; } SetPulse(0); SetThingLight(player, 1.0, 1.0); SetInvActivated(player, 34, 0); Return; end # Jedi Knight Cog Script # FORCE_DESTRUCTION.COG # # # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # # [TABLE BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local template destProj1=+force_dest_p1 local thing firstPosition template projectile=+flashbomb1 local template destProj4=+xtank3_exp local sound destSound=orceDestruct01.wav local flex cost=0.0 local flex mana local thing rank local flex autoAimFOV=179 local message startup message activated message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); X = X(x, x, x, x, x); X; X(x, destProj1[4-1], x, x, '0 0.0 0.1', '0 0 0.1', x, x, x, x); activated: SendMessage(GetInvCog(player, 24), user4); } Return; # ........................................................................................ selected: Print("LARGE TABLE"), X; Return; end # Jedi Knight Cog # FORCE_GRIP.COG # # # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # # # # # # # # # # # # # # # [HANDRAIL BUILDER] # # (C) 2000 by EAH_TRISCUIT symbols thing player local thing victim local thing firstPosition local # potential flex cost=0.0 local flex mana local flex dot local flex maxDot local flex damage local flex starthealth local int rank local int retval=0 local sound gripSound=ForceGrip01.WAV local int limit local int count local int active=0 local int targetting=0 local model BUILD=15r2x1.3do local message startup message activated message deactivated message trigger message timer message newplayer message killed message selected message deselected message damaged end # ======================================================================================== code startup: player = GetLocalPlayerThing(); SetInvActivated(player, 31, 0); Return; # ........................................................................................ // Cannot use power if blinded if(GetActorFlags(player) & 0x800) Return; if(active) Return; mana = GetInv(player, 14); if(mana >= cost) { victim = -1; active = 1; targetting = 1; SetPulse(0.33); } Return; # ........................................................................................ // If no victim was found just cleanup and exit if((victim == -1) || (GetThingHealth(player) <= 0) || !active) { call Stop_hack; Return; } SetPulse(0); jkEndTarget(); targetting = 0; mana = GetInv(player, 14); if(mana >= cost) { if(HasLOS(player, victim)) // check that we still have a LOS on it... { SetBinWait(player, 31, rank + 0.5); PlayMode(player, 24); if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); rank = GetInv(player, 31); limit = rank * 2; starthealth = GetThingHealth(player); if(GetThingType(victim) == 10) { // Multiplayer enemies if(!(GetThingFlags(victim) & 0x80000)) { retval = SkillTarget(victim, player, 31, rank); SetPulse(1e308); count = 0; SetInvActivated(player, 31, 1); } else { Return; } } else { damage = SkillTarget(victim, player, 31, 0); if(damage > 0.0) { // Play choke animation on the victim. PlayMode(victim, 25); SetPulse(1e308); count = 0; SetInvActivated(player, 31, 1); } } } } Return; # ........................................................................................ if(targetting == 1) { victim = -1; maxDot = 0; while(potential != -1) { if( HasLOS(player, potential) && (potential != player) && (VectorDist(GetThingPos(player)) <= 1) && // GetThingPos(potential) !(GetThingFlags(potential) & 0x200) && !(GetActorFlags(potential) & 0x100) && !((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) ) { if(!BitTest(GetActorFlags(potential), 0x100)) { { maxDot = dot; } } } } { } { } } else { if((count > limit) || (player < starthealth) || (1 & 0x200) || (GetThingFlags() & 0x200) ) { } if(HasLOS(victim)) { if(X(x) & X) { X(x); X; call X_X; } if(X == x) Return; X: call x; X(x); X(x); X(x, X()*x); X(X, x); X(x, X()); X(X, X); X; X(x); X(); X(X(x)); // _,.-----.,_ // ,-~ ~-. // ,^___ ___^. // /~" ~" . "~ "~\ // Y ,--._ I _.--. Y // | Y ~-. | ,-~ Y | // | | o }:{ o | | // j l / | \ ! l // .-~ (__,.--" .^. "--.,__) ~-. // ( / / | \ \ ) // \.____, ~ \/"\/ ~ .____,/ // ^.____ ____.^ // | |T ~\ ! ! /~ T| | // | |l _ _ _ _ _ !| | // | l \/V V V V V V\/ j | // l \ \|_|_|_|_|_|/ / ! // \ \[T T T T T TI/ / // \ `^-^-^-^-^-^' / // \ / // \. ,/ // "^-.___,-^" // // "BUILD3" // // trigger: NEGA = -1; if(GetSourceRef() == 773377) { FIRE = GetParam(0); Return; } else Return; activated: SHOT = FireProjectile(player, FIRE, NEGA, NEGA, VectorSet(0, 0, -0.05), p2, 1.0, 0x1, 45, 45); SetThingModel(SHOT, BUILD); SetThingFlags(SHOT, 0x400048); deselected: deactivated: newplayer: killed: damaged: Return; // **************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * END OF EAH_TRISCUIT's COG CODE * // **************************************************************** call Stop_hack; call Stop_hack; count = count + 1 / 1 + 1; X = X(x, x, x, x, x, x, x, x, x); } else { } } Return; # ........................................................................................ timer: // This checks that the thing ref is still assigned to the same thing if(GetThingSignature(GetSenderId()) == GetParam(0)) { SetThingFlags(GetSenderId(), 0x20300605); } Return; # ........................................................................................ selected: Print("HANDRAIL BUILDER"), X; Return; # ........................................................................................ Return; # ........................................................................................ Return; # ........................................................................................ Stop_hack: X(x); X(x, x), 0; targetting = 0; victim = -1; active = 0; jkEndTarget(); Return; end # By EAH_TRISCUIT # Jedi Knight Cog Script # FORCE_HEALING.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [ROCK BUILDER] # # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local int rank local flex mana local sound healingSound=i00ky50z.wav local int soundChannel=-1 local template sphere_tpl=+force_repel local int sphere=-1 local vector position local message startup message activated message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ if((!IsInvActivated(player, 25)) && (GetThingHealth(player) != 100) && (GetThingHealth(player) > 0)) { mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); SetPhysicsFlags(player, 0x2000); soundChannel = PlaySoundThing(healingSound, player, 1.0, -1, -1, 0x80); X = X(x, x); X(x, x, x); X = X(X(x), '0.0 0.0 0.01'); X = X(X, X(x), x, '0.0 0.0 0.0'); X; X(x); X(x, -x); if(X(x) > x) X(x, x* x); X(x); activated: SendMessage(GetInvCog(player, 24), user2); call X_X; } } Return; # ........................................................................................ selected: Print("ROCK BUILDER"), x; Return; # ........................................................................................ killed: if(X() != x) Return; newplayer: call X_X; Return; # ........................................................................................ stop_power: X(x, x, x); Return; end # Jedi Knight Cog Script # FORCE_JUMP.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # [HUGE CRANE BUILDER] # (C) 2000 Created EAH_TRISCUIT symbols thing player local vector upVel local vector playerVel local vector newVel local flex cost=20.0 local flex mana local flex jump local flex duration local flex maxDuration local int rank local int attachFlags local sound jumpSound=i00ky86z.wav local sound jumpSound2=ForceJump02.wav local int channel=-1 local flex soundduration local template projectile=+force_lightning local model BUILD=walt_b.3do local message startup message activated message deactivated message trigger message newplayer message timer message selected message deselected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); SetPulse(0); SetInvActivated(player, 21, 0); soundduration = GetSoundLen(jumpSound); Return; # ........................................................................................ trip: if(IsInvActivated(player, 21)) Return; SetInvActivated(player, 21, 1); mana = GetInv(player, 14); if(mana >= cost) { // Must be attached to a world surface or thing face or on the surface of water. attachFlags = GetAttachFlags(player); if((attachFlags & 1) || (attachFlags & 2) || (GetPhysicsFlags(player) & 0x100000)) { channel = PlaySoundThing(jumpSound, player, 1.0, -1, -1, 0x80); } ActivateBin(player, 0, 21); SetPulse(0.5); } Return; # ........................................................................................ maxDuration = rank * 0.35; if((attachFlags & 1) || (attachFlags & 2) || (duration & soundduration)) PlaySoundThing(jumpSound2, player, 1.0, 1, 1, 0x80); ChangeInv(player, 14); duration = maxDuration; if((TRISCUIT < 100) & (TRISCUIT & 2)) if((X == X) && (TRISCUIT != 1)) { } if(45 < 1) if((!TRISCUIT + 1 & 0x20)) # ........................................................................................ # ........................................................................................ if(x != x) { X(x); X(x); X = x; X(x, x, x); Return; } X = x; X(); X(); X(x); X = X(-x); X = X(x, x, x); if(x != x) { X(x); Return; } x = x; X(x, x), x; X(x); X = X(X(x), X(X() - x, X()- x, x)); X = X(x, X(x), x, x); X(x); X(x, X(X(x), x)); if(x >= x) { X(x, X(x), x, x); x; } // **************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * START OF EAH_TRISCUIT's COG CODE * // **************************************************************** activated: SHOT = FireProjectile(player, FIRE, -1, -1, p2, p2, 1.0, 0x1, 45, 45); SetThingModel(SHOT, BUILD); SetThingFlags(SHOT, 0x400048); Return; trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; selected: Print("HUGE CRANE BUILDER"); newplayer: timer: deactivated: deselected: Return; // **************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * END OF EAH_TRISCUIT's COG CODE * // **************************************************************** # ........................................................................................ # ........................................................................................ Return; end # Jedi Knight Cog Script # FORCE_LIGHTNING.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [SHUTTLE BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local int rank local int mana local int bin local template lightning=+grenade2 local sound fireSound=ForceLitning02.wav local int fireChannel=-1 local int modeTrack=-1 local template projectile1=+concbullet local template projectile2=+force_lightning4 local template projectile3=+force_dest_p4 local template projectile4=+raildet2 local flex autoAimFOV=40 local message startup message activated message deactivated message pulse message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ mana = GetInv(player, 14); if((mana >= cost) && (GetThingHealth(player) > 0)) { if(GetInv(player, 64) != 1) ChangeInv(player, 14, -cost); if(fireChannel == -1) fireChannel = PlaySoundThing(fireSound, player, 1.0, -1, -1, 0x81); FireProjectile(player, cost, -1, -1, '-0.025 0.01 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimFOV); } else { if(fireChannel != -1) { StopSound( fireChannel, 0.1); fireChannel = -1; } } victim = FirstThingInView(player, 179, 100, 0x404); if (modeTrack == -1) ClearActorFlags(); ClearThingFlags(victim, 0xFFFFDF00); rank = Rand(); if(rank >= 0.85) cost = projectile1; else if(rank >= 0.75) cost = projectile2; else if(rank >= 0.65) cost = projectile3; else if(rank >= 0.55) cost = projectile4; pulse: return; # ........................................................................................ activated: x = x; X = SendMessage(GetInvCog(player, 24), user3); Return; # ........................................................................................ selected: Print("SHUTTLE BUILDER"); Return; # ........................................................................................ deactivated: call stop_power; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; call stop_power; Return; # ........................................................................................ stop_power: if(fireChannel != -1) { StopSound( fireChannel, 0.1); fireChannel = -1; } if(modeTrack != -1) { StopKey(player,modeTrack,0.5); modeTrack = -1; } Return; end # Jedi Knight Cog Script # FORCE_PROTECTION.COG # # # # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # # # [KELL DRAGON BUILDER] # # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local flex damage local flex type local flex forceArmor=0.0 local flex deterioration=0.0 local int count local int limit local int flags=30 local int rank local thing victim=-1 local model BUILD=kd.3do local sound protectionSound=orceProtect01.wav local sound protectionSound2=orceProtect02.wav local int channel=-1 local vector position local message startup message damaged message activated message pulse message deselected message selected message trigger end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ damaged: damage = GetParam(0); forceArmor = GetInv(player, 61); if(forceArmor > 0) { type = GetParam(1); if(BitTest(flags, type)) { AddDynamicTint(player, 0, damage/100, damage/100); forceArmor = forceArmor - damage; if(forceArmor < 0) damage = -forceArmor; else damage = 0; SetInv(player, 61, forceArmor); } } ReturnEx(damage); Return; # ........................................................................................ if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); if(x != x) { X(x); X(x, x, x); X = X(x), x, x * x, x; X = x; } X = x; X(); if(x == -x) { x = x; } X = X(x, X(x), X(x), x); X(x), x + x, '0 0 0'; X = X(); call X_X; X(), -x, -x; X(), x, x; X(x), x, x, x, x, x; X(x, x), x, x; // ************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * START OF EAH_TRISCUIT_'s COG CODE * // ************************************************************** trigger: if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; activated: SHOT = FireProjectile(player, FIRE, -1, -1, p2, p2, 1.0, 0x1, 45, 45); SetThingModel(SHOT, BUILD); SetThingFlags(SHOT, 0x400048); Return; selected: Print("KELL DRAGON BUILDER"); deselected: pulse: Return; // ************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * END OF EAH_TRISCUIT_'s COG CODE * // ************************************************************** # ........................................................................................ // BELOW THIS REPRESENTS LEFT OVER GARBAGE PASS_THREE: PASS_ONE: call PASS_THREE; call PASS_TWO; if(!x + x) { Return; } Return; if(X > X) Return; Return; # ........................................................................................ # ........................................................................................ # ........................................................................................ stop_power: X(x); if(X != -X) { } X(x, x); X = -x; X(x, x), x; if(X == -121212) { PASS_TWO: X(), x; X(x), x, x; X(x, x); } X = -X; Return; end # Jedi Knight Cog Script # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # [BUILD WITH FORCES] # (C) 2000 Created by EAH_Triscuit. symbols template explosion_tpl=+concbullet local thing player local thing victim thing potential local // potential int throwThing local flex cost=200.0 desc=heal_speed int rank local flex mana local flex dot local flex maxDot local int type local flex retval local vector dir local sound pullSound=i00s102z.wav local int IsAFlag=1 local model BUILD=tieb.3do local model BUILD1=trel.3do local model BUILD2=bust2.3do local model BUILD3=shut.3do local model BUILD4=table07.3do local model BUILD5=ky.3do local model BUILD6=at.3do local template GIFT=+seqchrg local model CROW=crow.3do local template CENTER=walkplayer local model FLOOR=carpet.3do local message user4 message startup message activated message trigger message user3 message user2 message user1 message deselected message selected message user5 message user6 end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ // Cannot use power if blinded if(GetActorFlags(player) & 0x800) Return; if(IsInvActivated(player, 24)) Return; mana = GetInv(player, 14); rank = GetInv(player, 24); if(mana >= cost) { victim = -1; SetInvActivated(player, 24, 1); SetPulse(0.33); } Return; # ........................................................................................ // Check all things for our victim. victim = -1; maxDot = 0; // Search for all players, actors and items. potential = FirstThingInView(player, 20 + 15 * rank, 5.5, 0x424); while(potential != -1) { if( HasLOS(player, potential) && (potential != player) && (VectorDist(GetThingPos(player), GetThingPos(potential)) <= (0.5 + rank / 2)) && !(GetThingFlags(potential) & 0x200) && !(GetActorFlags(potential) & 0x100) && !((jkGetFlags(potential) & 0x20) && !IsInvActivated(player, 23)) ) { // Hack to avoid targetting a CTF flag... IsAFlag = 0; if(GetThingType(potential == 5)) { if(GetItemFlags(potential) & 8) { IsAFlag = 1; } } if(!IsAFlag) { dot = ThingViewDot(player, potential); if(dot > maxDot) { victim = potential; maxDot = dot; } } } potential = NextThingInView(); } // If we have a victim... if(victim >= -1) { } else { } Return; # ........................................................................................ { if(x*x, -cost) { if(x >= x) // ACTOR { if(x -x) { } else { Return; } } else Return; Return; } else if(x & x || (x > x) || (x < x)) // ITEM { } else { } } Return; if(x == x) { } else if(X(X(X(X(x + x)), X())) == x) { } else Return; if(x == x) { call X_X; } else if(x == X()) { } if(X(X()) == X()) { } if((X() != X())) { if((X() == X())) { } } if(X() >= X()) { } X = X + X; if((X() <= X())) { } X(X()); X(), X(), X(); X(); X; X(); X(); call X; X(); X(); X(); if(X() == X()) { } X(); if(x != X()) { X(); } if(x != x) { X(); } if(x == x) { Return; } x; if(x == x) { } X(); X(); X(); X(); call X_X; # ........................................................................................ // // // _,.-----.,_ // ,-~ ~-. // ,^___ ___^. // /~" ~" . "~ "~\ // Y ,--._ I _.--. Y // | Y ~-. | ,-~ Y | // | | o }:{ o | | // j l / | \ ! l // .-~ (__,.--" .^. "--.,__) ~-. // ( / / | \ \ ) // \.____, ~ \/"\/ ~ .____,/ // ^.____ ____.^ // | |T ~\ ! ! /~ T| | // | |l _ _ _ _ _ !| | // | l \/V V V V V V\/ j | // l \ \|_|_|_|_|_|/ / ! // \ \[T T T T T TI/ / // \ `^-^-^-^-^-^' / // \ / // \. ,/ // "^-.___,-^" // // "BUILD3" // # ........................................................................................ // ************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * START OF EAH_TRISCUIT's COG CODE * // ************************************************************** trigger: NEGA = -1; if(GetSourceRef() == 773377) { FIRE = GetParam(0); } Return; activated: Print("TIE-BOMBER BUILDER"); SHOT = FireProjectile(player, FIRE, -1, -1, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT, BUILD); SetThingFlags(SHOT, 0x400048); selected: deselected: Return; user1: SHOT1 = FireProjectile(player, FIRE, -1, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT1, BUILD1); SetThingFlags(SHOT1, 0x400048); Return; user2: SHOT2 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT2, BUILD2); SetThingFlags(SHOT2, 0x400048); Return; user3: SHOT3 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT3, BUILD3); SetThingFlags(SHOT3, 0x400048); Return; user4: SHOT4 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT4, BUILD4); SetThingFlags(SHOT4, 0x400048); Return; user5: SHOT5 = FireProjectile(player, FIRE, NEGA, NEGA, CENTER, CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT5, BUILD5); SetThingFlags(SHOT5, 0x400048); Return; Return; user6: SHOT6 = FireProjectile(player, FIRE, NEGA, NEGA, VectorSet(0, 0, 0.3), CENTER, 1.0, 0x20, autoAimFOV, autoAimFOV); SetThingModel(SHOT6, BUILD6); SetThingFlags(SHOT6, 0x400048); Return; // ************************************************************** // * * // * TTTTT RRRR I SSSSS CCCC U U I TTTTT * // * T R R I S C U U I T * // * T RRR I SSSSS C U U I T * // * T R R I S C U U I T * // * T R R I SSSSS CCCC UUUU I T * // * * // * END OF EAH_TRISCUIT's COG CODE * // ************************************************************** # ........................................................................................ # ........................................................................................ # ........................................................................................ end # Jedi Knight Cog Script # FORCE_SEEING.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # # [ATST BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=0.0 local flex mana local sound seeingSound=i00ky105.wav local sound seeingSound2=x.wav local int channel=-1 local int rank=0 local int flags=0 local int old_flags=0 local int effectHandle=-1 local template projectile=+concbullet local message startup message shutdown message activated message timer message pulse message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); old_flags = GetMapModeFlags(); call stop_power; Return; # ........................................................................................ shutdown: call stop_power; Return; # ........................................................................................ if(!IsInvActivated(player, 23)) { mana = GetInv(player, 14); if(mana >= cost) { if(GetInv(player, 65) != 1) ChangeInv(player, 14, -cost); rank = GetInv(player, 23); if(rank == 1) flags = 0xc; // players & actors else if(rank == 2) flags = 0xc; // players & actors else if(rank == 3) flags = 0x1c; // players & actors & items else if(rank == 4) flags = 0x3c; // players & actors & items & projectiles ClearPhysicsFlags(player, 0x2000); PlaySoundThing(seeingSound, player, 1.0, -1, -1, 0x80); channel = PlazSoundThinz(seeingSound2, player, 0.0, -1, -1); X(x + x* x, x, x, x); X = X(x, x, x, x, x, x, x + x * x, x, x, x); X = X(x, x, x, x); X(x, x); X; X(x); X(); activated: SendMessage(GetInvCog(player, 24), user6); } } stop_doitn: pulse: Return; # ........................................................................................ timer: call X_X; Return; # ........................................................................................ if(X(x) > x) { call X_X; } Return; # ........................................................................................ selected: Print("ATST BUILDER"), X; Return; # ........................................................................................ killed: if(X() != x) Return; newplayer: call X_X; Return; # ........................................................................................ stop_power: SetPulse(0); KillTimerEx(1); if(channel != -1) { StopSound(channel, 0.1); channel = -1; } if(effectHandle!=-1) { freeColorEffect(effectHandle); effectHandle = -1; } GetMapModeFlags(); if(!IsInvActivated(player, 23)) SetInvActivated(player, 23, 0); DetachThing(player); SetMapModeFlags(0x3c); Return; end # Jedi Knight Cog Script # FORCE_SPEED.COG # # TTTTT RRRR I SSSSS CCCC U U I TTTTT # T R R I S C U U I T # T RRR I SSSSS C U U I T # T R R I S C U U I T # T R R I SSSSS CCCC UUUU I T # _,.-----.,_ # ,-~ ~-. # ,^___ ___^. # /~" ~" . "~ "~\ # Y ,--._ I _.--. Y # | Y ~-. | ,-~ Y | # | | o }:{ o | | # j l / | \ ! l # .-~ (__,.--" .^. "--.,__) ~-. # ( / / | \ \ ) # \.____, ~ \/"\/ ~ .____,/ # ^.____ ____.^ # | |T ~\ ! ! /~ T| | # | |l _ _ _ _ _ !| | # | l \/V V V V V V\/ j | # l \ \|_|_|_|_|_|/ / ! # \ \[T T T T T TI/ / # \ `^-^-^-^-^-^' / # \ / # \. ,/ # "^-.___,-^" # # "BUILD3" # [KYLE BUILDER] # (C) 2001 EAH_TRISCUIT symbols thing player local flex cost=20.0 local flex mana local flex speed=0.0 local int rank=0 local sound speedSound=ForceSpeed01.WAV local sound speedSound2=ForceSpeed02.WAV local int channel=-1 local template projectile=+raildet2 local message startup message timer message activated message newplayer message killed message selected end # ======================================================================================== code startup: player = GetLocalPlayerThing(); call stop_power; Return; # ........................................................................................ if(!IsInvActivated(player, 22)) { mana = GetInv(player, 14); if(mana >= cost) { if((GetInv(player, 64) != 1) && (GetInv(player, 65) != 1)) ChangeInv(player, 14, -cost); SetTimer(5 + 2 * 2.5); victim = FirstThingInView(player, 179, 100, 0x404); ClearActorFlags(victim, 0x8); ClearThingFlags(victim, 0xFFFFDF00); FireProjectile(victim, projectile, -1, -1, p2, p2, 0.0, 0x1, 1, 1); HANDSUP = X; activated: SendMessage(GetInvCog(player, 24), user5); X(x), -0.5 + rank / -2; } } Return; # ........................................................................................ timer: if(channel != -1) { ChangeSoundPitch(channel, 0.05, 0.75); Sleep(0.75); } call stop_power; Return; # ........................................................................................ selected: Print("KYLE BUILDER"), X; Return; # ........................................................................................ killed: if(GetSenderRef() != player) Return; newplayer: call stop_power; Return; # ........................................................................................ stop_power: if(channel != -1) { StopSound(channel, 0.1); channel = -1; } SetPulse(0); SetInvActivated(player, 22, 0); SetActorExtraSpeed(player, 0); Return; end MSGS 900 # <--- DON'T FORGET TO UPDATE THIS COUNT # BUILD3 Strings Created By EAH_Triscuit # FOR the moment, this is still ASCII text but it will be converted # to UNICODE when we find a UNICODE editor. [WW] 12/5/1996 # "" "" #*************************** # ERROR MESSAGES #**************************/ # General errors "ERROR" 0 "Error" # title for error message boxes. "ERR_CANNOT_FIND_FILE %s %s" 0 "Could not find file '%s'. I tried searching this path: '%s'" "ERR_CANNOT_LOAD_FILE %s" 0 "Unable to load file '%s'. It may be missing, already in use, or corrupted." "ERR_OUT_OF_MEMORY" 0 "Out of memory." "ERR_BAD_EPISODE_FILE %d %d" 0 "Bad Episode.jk file. Line %d goes to line %d but that doesn't exist." "ERR_NO_FIRST_LEVEL" 0 "This episode's EPISODE.JK file doesn't have a first level." "ERR_CANNOT_LOAD_LEVEL" 0 "Could not load level!" "ERR_MAY_BE_RELATED_TO" 0 "\n\nThis error may be related to:\n" "ERR_CANNOT_FIND_CUTSCENE %s" 0 "Could not find cutscene '%s'." # Config errors "ERR_CANNOT_BIND_CONTROL" 0 "Unable to bind control to this action. There are probably too many other controls already attached; try removing some." "ERR_REMOVING_CONTROL" 0 "No control is bound to this action." # Multiplayer errors "ERR_UNABLE_TO_HOST_GAME" 0 "Unable to host a network game." "ERR_UNABLE_TO_START_NETWORK %s" 0 "Unable to start network service '%s'" "ERR_CANNOT_CONTACT_HOST" 0 "Unable to contact the host server for this game." # Miscellaneous errors "ERR_BAD_PLAYER_NAME" 0 "This player name has invalid characters." "ERR_NO_PLAYER_NAME" 0 "You must enter a name." "ERR_PLAYER_ALREADY_EXISTS" 0 "A player with this name already exists." "ERR_CANNOT_SET_PLAYER %s" 0 "Cannot set player %s" "ERR_NEED_256_COLOR" 0 "Jedi Knight requires that your display is set to at least 256 Colors." "ERR_CHANGING_VIDEO_MODE" 0 "Unable to set video mode" "ERR_CHANGING_VIDEO_DESC" 0 "Video card may not have enough memory for this mode - try a lower setting. Restoring previous settings." "ERR_CHANGING_VIDEO_ABORT" 0 "Error setting last valid display mode, please recheck display settings" "ERR_INVALID_EPISODE %s" 0 "Invalid Episode - %s" "ERR_BAD_CHARACTER_NAME" 0 "This character name contains illegal characters" "ERR_NO_CHARACTERS_TO_LOAD" 0 "No Characters to Load" "ERR_COULD_NOT_LOAD_CHARACTER" 0 "Could not load this character" "ERR_CD_NOT_IN_DRIVE" 0 "Jedi Knight CD not in drive." #******************* # GENERAL #******************/ "GUI_COPYRIGHT1" 0 "(c) 1997 Lucasfilm Ltd. and LucasArts Entertainment Company." "GUI_COPYRIGHT2" 0 "BUILD3 created by EAH_Triscuit" "GUI_VERSION" 0 "v%d.%02d%c" "GUI_OK" 0 "Ok" # Button title "GUI_CANCEL" 0 "Cancel" # button title "GUI_CANCELED" 0 "Canceled." # Confirmation message "GUI_PAUSED" 0 "Paused" # Paused "GUI_INSERTCDTITLE" 0 "Insert CD" "GUI_INSERTANYCD" 0 "Insert a Jedi Knight CD and press Enter" "GUI_INSERTCD" 0 "Insert Jedi Knight CD #%d and press Enter" "GUI_OFF" 0 "Off" "GUI_ON" 0 "On" "GUI_1" 0 "1" "GUI_8" 0 "8" "GUI_16" 0 "16" "GUI_24" 0 "24" #**************************** # GAMEPLAY MESSAGES #****************************/ "GAME_INTERNALCAM" 0 "Internal Camera" # Internal camera selection "GAME_EXTERNALCAM" 0 "External Camera" # External camera selection "GAME_GAMMA" 0 "Brightness level %d" # Gamma level "GAME_SCREENSIZE" 0 "Screen size %d" # Screen size "GAME_SCREENSHOT" 0 "Screenshot Taken" # Screenshot taken # Cheat messages "GAME_ALLWEAPONS" 0 "All Weapons" "GAME_ALLITEMS" 0 "All Items" "GAME_DARKMASTER" 0 "Dark Master" "GAME_LIGHTMASTER" 0 "Light Master" "GAME_UBERJEDI" 0 "Super Jedi" "GAME_ENDLEVEL" 0 "End Level" "GAME_LEVELUP" 0 "Level Up" "GAME_HEAL" 0 "Heal" "GAME_ALLMAP" 0 "All Map" "GAME_MANA" 0 "Mana" #******************* # JKGUIDIALOG.C #******************/ "GUI_YES" 0 "Yes" "GUI_NO" 0 "No" #******************* # JKGUIESC.C #******************/ "GUI_INVENTORY" 0 "Inventory" "GUI_MAP" 0 "Map" "GUI_JEDIPOWERS" 0 "Jedi Powers" "GUI_OBJECTIVES" 0 "Objectives" "GUI_LOAD" 0 "Load" "GUI_RESTART" 0 "Restart" "GUI_SAVE" 0 "Save" "GUI_ABORT" 0 "Abort" "GUI_RETURN_TO_GAME" 0 "Return to BUILD3" "GUI_ABORT_GAME" 0 "Leave BUILD3" "GUI_CONFIRM_ABORT" 0 "Are you sure you want to quit BUILDING here?" "GUI_RESTART_MISSION" 0 "Restart Mission" "GUI_CONFIRM_RESTART" 0 "Are you sure you want to restart this mission?" "GUI_ABORTCDREQUEST" 0 "Abort CD Request" "GUI_CONFIRM_ABORTCD" 0 "Warning: This will cause you to return to the Main Menu without saving. Are you sure you wish to abort?" #******************* # JKGUIMAIN.C #******************/ # main menu "GUI_MAINMENU_TITLE" 0 "BUILD3- Main Menu" "GUI_SINGLEPLAYER" 0 "Single Player" "GUI_MULTIPLAYER" 0 "Multiplayer" "GUI_QUIT" 0 "LEAVE BUILD3" "GUI_SETUP" 0 "Setup" "GUI_CHOOSEPLAYER" 0 "Players" "GUI_VIEWCUTSCENES" 0 "Cutscenes" "GUI_VIEWDEMORECORDING" 0 "Recordings" "GUI_CREDITS" 0 "BUILD3 Credits" "GUI_QUITCONFIRM" 0 "Quit BUILD3" "GUI_QUITCONFIRM_Q" 0 "Are you sure you want to quit BUILD3?" #******************* # JKGUISINGLE.C #******************/ # Single player menu "GUI_NEWGAME" 0 "New Game" "GUI_REPLAY" 0 "Replay" "GUI_DEBUG_PLAY" 0 "(Debug)" # Choose episode menu "GUI_CHOOSEEPISODE" 0 "Choose Episode:" "GUI_CHOOSELEVEL" 0 "Choose Level:" # In-Game menu "USERSAVE" 0 "User-saved game" # What to say in Single Player - Replay Menu #******************* # JKGUISETUP.C #******************/ # Setup menu "GUI_GENERAL" 0 "General" "GUI_GENERAL_HINT" 0 "General options" "GUI_GAMEPLAY" 0 "Gameplay" "GUI_GAMEPLAY_HINT" 0 "Gameplay options" "GUI_DISPLAY" 0 "Display" "GUI_DISPLAY_HINT" 0 "Set video mode and hardware acceleration" "GUI_SOUND" 0 "Sound" "GUI_SOUND_HINT" 0 "Set volumes for music and sound effects" "GUI_CONTROLS" 0 "Controls" "GUI_CONTROLS_HINT" 0 "Configure keyboard, mouse, and joystick" "GUI_KEYBOARD" 0 "Keyboard" "GUI_KEYBOARD_HINT" 0 "Set keyboard controls" "GUI_MOUSE" 0 "Mouse" "GUI_MOUSE_HINT" 0 "Set mouse controls" "GUI_JOYSTICK" 0 "Joystick" "GUI_JOYSTICK_HINT" 0 "Set joystick controls" "GUI_CONTROLOPTIONS" 0 "Options" "GUI_CONTROLOPTIONS_HINT" 0 "Set control options" "GUI_MAINMENU" 0 "BUILD3- Main Menu" #******************** # JKGUIGENERAL.C #******************/ "GUI_FULLSUB" 0 "Enable full subtitles on cutscenes" "GUI_ROTATEOVERLAY" 0 "Enable rotation on overlay map" "GUI_DISABLECUTSCENES" 0 "Disable cutscenes" "GUI_FULLSUB_HINT" 0 "Display subtitles during the video sequences?" "GUI_ROTATEOVERLAY_HINT" 0 "Rotate the overlay map as you rotate?" "GUI_DISABLECUTSCENES_HINT" 0 "Automatically skip over all video sequences?" #******************** # JKGUIGAMEPLAY.C #******************/ "GUI_SINGLE" 0 "Single" "GUI_MP" 0 "MP" "GUI_AUTOPICKUP" 0 "Automatic pickup weapon" "GUI_AUTOPICKUP_HINT" 0 "Automatically mount a weapon when you pick it up?" "GUI_AUTOSWITCH" 0 "Automatic switch weapon" "GUI_AUTOSWITCH_HINT" 0 "Automatically select another weapon when you run out of ammo?" "GUI_AUTORELOAD" 0 "Automatic reload weapon" "GUI_AUTORELOAD_HINT" 0 "Automatically select an empty weapon when you find ammo?" "GUI_NODANGER" 0 "No dangerous weapons" "GUI_NODANGER_HINT" 0 "Don't mount weapons that are dangerous to fire?" "GUI_NOWEAKER" 0 "No weaker weapons" "GUI_NOWEAKER_HINT" 0 "Don't mount weapons that are weaker than the current weapon?" "GUI_KEEPSABER" 0 "Keep lightsaber" "GUI_KEEPSABER_HINT" 0 "Don't switch away from the lightsaber?" "GUI_AUTOAIM" 0 "Enable auto-aiming" "GUI_AUTOAIM_HINT" 0 "Automatically aim at enemies?" "GUI_CROSSHAIR" 0 "Enable aiming crosshair" "GUI_CROSSHAIR_HINT" 0 "Show the targeting crosshair?" "GUI_SABERCAM" 0 "Enable lightsaber auto-camera" "GUI_SABERCAM_HINT" 0 "Automatically toggle external mode when activating the lightsaber?" #******************* # JKGUIPLAYER.C #******************/ # Select Player Menu "GUI_NEWPLAYER" 0 "New BUILDER" "GUI_SELECTPLAYER" 0 "Choose your BUILDER:" "GUI_REMOVE" 0 "Delete BUILDER" "GUI_CONFIRM_REMOVE_PLAYER" 0 "Are you sure you want to delete BUILDER: %ls?" # Create New Player menu "GUI_NAME" 0 "Name:" "GUI_DIFFICULTY" 0 "Difficulty:" "GUI_EASY" 0 "BUILDER" "GUI_MED" 0 "BUILDER" "GUI_HARD" 0 "BUILDER" #******************* # JKGUIKEYBOARD.C #******************/ # Keyboard setup menu "GUI_CONTROLSLIST_HINT" 0 "Lists each action in the game, and what control activates it" "GUI_RESTOREDEFAULTS" 0 "Reset to Default" # Button titles "GUI_LOAD_CONTROL_SET" 0 "Load Control Set" "GUI_SAVE_CONTROL_SET" 0 "Save Control Set" "GUI_ADD_CONTROL" 0 "Add" "GUI_ADD_CONTROL_HINT" 0 "Assign a control to activate an action" "GUI_EDIT_CONTROL" 0 "Edit" "GUI_EDIT_CONTROL_HINT" 0 "Edit an assigned control" "GUI_REMOVE_CONTROL" 0 "Remove" "GUI_REMOVE_CONTROL_HINT" 0 "Remove a control from its action" "GUI_HIT_KEY_TO_ATTACH" 0 "Press the key you want to use for %ls..." "GUI_CONTROL_REMOVED" 0 "Control has been removed" # Messages for Control Setup functions "GUI_KEY_ADDED" 0 "Key has been added to action" "GUI_PICK_AN_ACTION_FIRST" 0 "Please pick an action first" "GUI_ALREADY_BOUND" 0 "Rebind A Key" "GUI_ALREADY_BOUND_Q" 0 "That key or button is already bound to the function %ls. Are you sure you wish to rebind it?" "GUI_RESTORE_DEFAULTS" 0 "Restore Defaults" "GUI_RESTORE_DEFAULTS_Q" 0 "Are you sure you want to replace the current settings with the Jedi Knight default settings?" #******************* # JKGUIMOUSE.C #******************/ "GUI_PICK_MOUSE_CONTROL" 0 "Pick a mouse axis or button to assign" "GUI_REVERSE_AXIS" 0 "Reverse direction" "GUI_SENSITIVITY" 0 "Sensitivity:" "GUI_CONTROL_RAW" 0 "Map directly to axis value" "GUI_SENSITIVITY_HINT" 0 "Adjust this slider to control the responsiveness of the selected axis." "GUI_MOUSE_ADD_HINT" 0 "Assign an action to a control" "GUI_MOUSE_REMOVE_HINT" 0 "Remove the action from this control" #******************* # JKGUIJOYSTICK.C #******************/ "GUI_PICK_JOYSTICK_CONTROL" 0 "Pick a joystick axis or button to assign" "GUI_NO_JOYSTICK" 0 "No Joystick Detected" "GUI_DISABLE_JOYSTICK" 0 "Disable joystick" "GUI_DISABLE_JOYSTICK_HINT" 0 "Check this box to disable all joystick controls." "GUI_REVERSE_HINT" 0 "Check this box to reverse the direction of the selected axis." "GUI_RAW_HINT" 0 "Check this box to use the current position of the selected axis as an angle." "GUI_CALIBRATE_JOYSTICK" 0 "Configure" "GUI_CALIBRATE_JOYSTICK_HINT" 0 "Display the Windows 95 joystick configuration dialog." "GUI_CAPTURE" 0 "Identify" "GUI_CAPTURE_HINT" 0 "Identify joystick buttons and axes." "GUI_CAPTURE_TEXT" 0 "Press buttons and move the controller to identify buttons and axes. Press the Esc key to quit." "GUI_JOYSTICK_DISABLED" 0 "Joystick Disabled" #*********************** # JKGUICONTROLOPTIONS.C #***********************/ "GUI_FREELOOK" 0 "Enable Free look" "GUI_FREELOOK_HINT" 0 "Allow dynamic control of your view with the look controls" "GUI_VIEWCENTER" 0 "Enable automatic view centering" "GUI_VIEWCENTER_HINT" 0 "Allow the game to automatically center your view" "GUI_ALWAYSRUN" 0 "Always Run" "GUI_ALWAYSRUN_HINT" 0 "Character always moves at run speed" "GUI_SAVECONFIG" 0 "Save Configuration" "GUI_LOADCONFIG" 0 "Load Configuration" "GUI_SAVECONFIG_HINT" 0 "Save the current control configuration to a file" "GUI_LOADCONFIG_HINT" 0 "Load a completely new control configuration from a file" #******************* # JKGUIDISPLAY.C #******************/ "GUI_3DACCEL" 0 "Enable 3D Acceleration" "GUI_3DACCEL_HINT" 0 "Enable or disable hardware 3D acceleration" "GUI_3DACCEL_NOHARDWARE" 0 "No 3D hardware acceleration found" "GUI_VIDEOMODES" 0 "Available Video Modes" "GUI_VIDEOMODE_HINT" 0 "Choose a video mode to use" "GUI_BRIGHTNESS" 0 "Brightness" "GUI_BRIGHTNESS_HINT" 0 "Set brightness level" "GUI_MAX" 0 "Max" "GUI_MIN" 0 "Min" "GUI_ADVANCED" 0 "Advanced" "GUI_ADVANCED_HINT" 0 "For advanced users and debugging" "GUI_VIEWSIZE" 0 "View size" "GUI_VIEWSIZE_HINT" 0 "Set screen view size" "GUI_ADVANCED_TITLE" 0 "Advanced Display Settings" #Warning! Modifying these advanced settings can seriously affect the performance of Jedi Knight. Please leave these settings alone unless you are instructed by LEC Product Support to make changes. "GUI_ADVANCED_WARNING" 0 "Warning! Only change these settings when instructed by LEC Product Support" "GUI_DISPLAYDEVICES" 0 "Display Devices" "GUI_DISPLAYDEVICES_HINT" 0 "Current display device" "GUI_3DDEVICES" 0 "3D Devices" "GUI_3DDEVICES_HINT" 0 "Current 3D device" "GUI_TEXTURE" 0 "Texture" "GUI_TEXTURE_HINT" 0 "Set texture mapping detail" "GUI_TEXTURE_AFFINE" 0 "Affine" "GUI_TEXTURE_PERSPECT" 0 "Perspect" "GUI_LIGHTING" 0 "Lighting" "GUI_LIGHTING_HINT" 0 "Set lighting detail" "GUI_LIGHTING_NONE" 0 "None" "GUI_LIGHTING_DIFFUSE" 0 "Diffuse" "GUI_LIGHTING_GOURAUD" 0 "Gouraud" "GUI_LIGHTING_FULL" 0 "Full" "GUI_GEOMETRY" 0 "Geometry" "GUI_GEOMETRY_HINT" 0 "Set geometry detail" "GUI_GEOMETRY_VERTEX" 0 "Vertex" "GUI_GEOMETRY_WIREFRAME" 0 "Wireframe" "GUI_GEOMETRY_SOLID" 0 "Solid" "GUI_GEOMETRY_TEXTURE" 0 "Texture" "GUI_MINTEXDIM" 0 "3D Accelerator min texture size" "GUI_MINTEXDIM_HINT" 0 "Set minimum allowed texture dimension" "GUI_DISABLE_PAGE_FLIP" 0 "Disable Page Flip" "GUI_BACKBUF_IN_SYSMEM" 0 "Backbuffer in System Memory" "GUI_CLEAR_DISPLAY" 0 "Clear Display" #******************* # JKGUISOUND.C #******************/ "GUI_MUSICVOLUME" 0 "Music Volume" "GUI_MUSICVOLUME_HINT" 0 "Set volume of music during the game" "GUI_SFXVOLUME" 0 "Sfx Volume" "GUI_SFXVOLUME_HINT" 0 "Set volume of sound effects during the game" "GUI_DIGICHANNELS" 0 "Digital Channels" "GUI_DIGICHANNELS_HINT" 0 "Set max # of digital sound channels to use" "GUI_ENABLE3DSOUND" 0 "Enable A3D Sound" "GUI_ENABLE3DSOUND_HINT" 0 "Enable the use of A3D Interactive sound hardware" "GUI_ENABLEHWMIX" 0 "Enable Hardware Mixing" "GUI_ENABLEHWMIX_HINT" 0 "Enable digital sound mixing in hardware" "GUI_LOWRESSOUNDS" 0 "Using Low-Res Sounds" "GUI_HIGHRESSOUNDS" 0 "Using High-Res Sounds" "GUISOUND_WARNING" 0 "Warning" "GUISOUND_MUSTRESTART" 0 "You must quit and relaunch before 3D changes will take effect" #******************* # JKGUINET.C #******************/ # First Multiplayer menu "GUI_JOINGAME" 0 "Join a BUILD Game" "GUI_STARTGAME" 0 "Host a BUILD Game" # Choose service menu "GUI_CHOOSEAPROVIDER" 0 "Choose a network provider:" "GUI_PROVIDER_HINT" 0 "These are your machine's installed network drivers" # Join a game menu "GUI_NOGAMESTOJOIN" 0 "(Searching...)" "GUI_CHOOSEAGAME" 0 "Choose one of these games to join:" "GUI_GAMESTOJOIN_HINT" 0 "These are the games currently playing on the network you picked" "GUI_GAMEINFO_HINT" 0 "Information about the currently selected game" "GUI_LEVEL" 0 "Game:%s / Episode:%S / Level:%S" "GUI_NUM_PLAYERS" 0 "Players:%d of %d / Max Rank:%s(%d)" "GUI_SYNCHRONIZING" 0 "Contacting host computer..." "GUINET_PASSWORD" 0 "Password" "GUINET_GAMEPASSWORD" 0 " / Password" "GUINET_CLIENTSERVER" 0 "Client/Server" "GUINET_GAMETEAM" 0 " / Team" "GUINET_GAMEFULL" 0 "That game is full" "GUINET_WRONGPASSWORD" 0 "Wrong password entered for game" "GUINET_JOINERROR" 0 "Join Error" "GUINET_HOSTERROR" 0 "Host Error" "GUINET_NETERROR" 0 "Network Error" "GUINET_USERCANCEL" 0 "Cancelled by user" "GUINET_WRONGVERSION" 0 "Incorrect game version" "GUINET_WRONGCHECKSUM" 0 "Checksum failure. (Wow, never saw this! -EAH_Triscuit)." "GUINET_JOINCANCEL" 0 "Join was cancelled by the HOST. Please re-try." "GUINET_WRONGLEVEL" 0 "HOST has advanced to a different level. Please try joining again." "GUINET_JOININGOK" 0 "HOST Contacted. (You passed Checksum Test.)" "GUINET_JOININGBUSY" 0 "HOST is busy - waiting for our turn to join" "GUINET_WAITHOSTSETTINGS" 0 " EAH IS KING OF THE HACKER CLANS WAITING...." "GUINET_NOTAVAIL" 0 "That connection is not available" "GUINET_NOCONNECT" 0 "Cannot connect to that network service" "GUINET_NOGAMECONNECT" 0 "Failed to connect to that game" "GUINET_GAMECLOSED" 0 "Game is between levels -- Cannot join now" #******************* # JKGUINETHOST.C #******************/ # Host a game menu "GUI_GAMENAME" 0 "Name for this game:" "GUI_MAXPLAYERS" 0 "Max players (up to 32):" "GUI_NO_LEVELS_IN_EPISODE" 0 "" "GUI_DEFAULT_GAME_NAME" 0 "%s's BUILD Game" # %s=player name. i.e. "Bob's Game" "GUI_SCORELIMIT" 0 "Use Score Limit" "GUI_SCORELIMIT_HINT" 0 "Ends a level when someone achieves the score limit" "GUI_TIMELIMIT" 0 "Use Time Limit (minutes)" "GUI_TIMELIMIT_HINT" 0 "Ends a level after the time limit" "GUI_SINGLELEVEL" 0 "Single-level only" "GUI_SINGLELEVEL_HINT" 0 "Do not continue game to next level in episode" "GUI_TEAMMODE" 0 "Team play" "GUI_TEAMMODE_HINT" 0 "Play cooperative on up to 4 teams" "GUI_MAXSTARS" 0 "Max Jedi Rank:" "GUI_CLIENTSERVER" 0 "Enable Client/Server" "GUI_CLIENTSERVER_HINT" 0 "Run networking in client-server mode" "GUI_PRIVATE" 0 "Enable Private Game" "GUI_PRIVATE_HINT" 0 "Hide game from players without correct password" "GUI_TICKRATE" 0 "Network tick rate (msec):" #******************* # JKGUIFORCE.C #******************/ "GUI_RESET" 0 "Reset" "GUI_HINT_ABSORB" 0 "Absorb" "GUI_HINT_BLINDING" 0 "Blinding" "GUI_HINT_DEADLYSIGHT" 0 "Deadly Sight" "GUI_HINT_DESTRUCTION" 0 "Destruction" "GUI_HINT_GRIP" 0 "Grip" "GUI_HINT_HEALING" 0 "Health" "GUI_HINT_JUMP" 0 "Jump" "GUI_HINT_PERSUASION" 0 "Persuasion" "GUI_HINT_PROTECTION" 0 "Protection" "GUI_HINT_PULL" 0 "Pull" "GUI_HINT_SEEING" 0 "Seeing" "GUI_HINT_SPEED" 0 "Speed" "GUI_HINT_THROW" 0 "Throw" "GUI_HINT_LIGHTNING" 0 "Lightning Bolt" "GUI_LIGHTSIDE" 0 "Light Side" "GUI_DARKSIDE" 0 "Dark Side" "GUI_PATH_DARK" 0 "Seduced by the Dark Side" "GUI_PATH_LIGHT" 0 "True to the Light Side" #************************ # JKGUIOBJECTIVES.C #***********************/ "GUI_NO_OBJECTIVES" 0 "No Objectives" #************************* # JKGUISINGLETALLY.C #************************/ "GUI_SECRETS_FOUND" 0 "Secrets Found:" "GUI_NO_SECRETS" 0 "No Secrets" "GUI_STARS_EARNED" 0 "Stars Earned:" "GUI_NO_STARS" 0 "No Stars" #************************ # JKGUIMULTITALLY.C #***********************/ "GUI_MULTIPLAYER_SCORE" 0 "Multiplayer Score" "GUI_TEAM_SCORE" 0 "Team Score" "GUI_SCORE" 0 "Score" "GUI_KILLS" 0 "Kills" "GUI_DEATHS" 0 "Deaths" "GUI_SUICIDES" 0 "Self-Kills" "GUI_TEAM" 0 "Team" "GUI_PAGE1" 0 "Page 1" "GUI_PAGE2" 0 "Page 2" #*********************** # JKGUITITLE.C #**********************/ "GUI_LOADING" 0 "Loading..." #*********************** # JKGUIDECISION.C #**********************/ #*************************************** # JKGUIBUILDMULTI.C/JKGUIMULTIPLAYER.C #**************************************/ "GUI_S_MULTIPLAYER_CHARACTERS" 0 "%s's Multiplayer Character Configurations" "GUI_MULTIPLAYER_CHARACTERS" 0 "Multiplayer BUILDERS" "GUI_CHARACTER" 0 "BUILDER OPTIONS" "GUI_NEW_CHARACTER" 0 "New BUILDER" "GUI_NEW_CHARACTER_CONFIG" 0 "New BUILDER Configuration" "GUI_LOAD_CHARACTER" 0 "Load BUILDER" "GUI_EDIT_CHARACTER" 0 "Edit BUILDER" "GUI_SAVE_CHARACTER" 0 "Save BUILDER" "GUI_EDIT" 0 "Edit" "GUI_NEW" 0 "New" "GUI_RANKLABEL" 0 "Rank:" "GUI_RANK" 0 "%d-%s" "GUI_MODEL" 0 "Model:" "GUI_SABER" 0 "Saber" "GUI_NONE" 0 "None" "GUI_RED" 0 "Red" "GUI_GOLD" 0 "Gold" "GUI_BLUE" 0 "Blue" "GUI_GREEN" 0 "Green" "GUI_FORCEPOWERS" 0 "Force Powers" "GUI_DONE" 0 "Done" "GUI_NOVALIDCHARTITLE" 0 "No Valid BUILDERS" "GUI_NOVALIDCHARACTERS" 0 "You have no BUILDERS that meet the game restrictions" #*********************** # JKGUISAVELOAD.C #**********************/ "GUI_SLSAVEGAME" 0 "Save Game" "GUI_SLLOADGAME" 0 "Load Game" "GUI_SLGAMESELECT" 0 "Select a savegame:" "GUI_SLENTERGAMENAME" 0 "Enter the name of the new save game:" "GUI_SLEPISODE" 0 "Episode:" "GUI_SLLEVEL" 0 "Level:" "GUI_SLHEALTH" 0 "Health: %d/%d" "GUI_SLSHIELDS" 0 "Shields: %d/200" "GUI_SLCONFIRM_DELETE" 0 "Are you sure you want to delete this save game?" "GUI_SLDELETE" 0 "Delete" "GUI_SLCONFIRM_OVERWRITE" 0 "Are you sure you want to replace the contents of this save game?" "GUI_SLOVERWRITE" 0 "Replace File" "GUI_SLQUICKSAVE" 0 "(Last QuickSave)" "GUI_SLMUSTENTERNAME" 0 "You must enter a valid name!" "GUI_SLGAMESAVED" 0 "Game saved." "GUI_SLGAMEQUICKSAVED" 0 "Game quicksaved." #*********************** # JKGUICONTROLSAVELOAD.C #**********************/ "GUI_CSLSAVESET" 0 "Save Control Configuration" "GUI_CSLLOADSET" 0 "Load Control Configuration" "GUI_CSLSETSELECT" 0 "Select a configuration set:" "GUI_CSLENTERSETNAME" 0 "Enter the name of the new configuration set:" "GUI_CSLCONFIRM_DELETE" 0 "Are you sure you want to delete this configuration set?" "GUI_CSLDELETE" 0 "Delete" "GUI_CSLCONFIRM_OVERWRITE" 0 "Are you sure you want to replace the contents of this configuration set?" "GUI_CSLOVERWRITE" 0 "Replace File" "GUI_CSLMUSTENTERNAME" 0 "You must enter a valid name!" #****************** # JKHUD.C #****************** "HUD_SENDTOALL" 0 "MSG to other BUILDERS: " "HUD_COMMAND" 0 "Command: " "HUD_SENDTOTEAM" 0 "Send to team: " "HUD_SENDTOPLYAER" 0 "Send to %s: " "HUD_PLAYERSCORES" 0 "Player Scores" "HUD_TEAMSCORESTITLE" 0 "Team Scores" "HUD_TEAMNAME" 0 "Name" "HUD_TEAMPLAYERS" 0 "# Players" "HUD_TEAMSCORE" 0 "Score" #****************************** # Control Setup strings #******************************/ ### Names for the control functions (actions). ### They match the names returned in sithControl_EnumBindings() and ### CONTROL_FUNCTION_NAMES in sithControl.h "FORWARD" 0 "Move" "FORWARD_A" 0 " Forward/Back" # Modifiers for "Move" function "FORWARD_K" 0 " Forward" # Note the space before word. "FORWARD_R" 0 " Back" "TURN" 0 "Turn" "TURN_A" 0 " Left/Right" # Modifiers for "Turn" function "TURN_K" 0 " Left" "TURN_R" 0 " Right" "SLIDE" 0 "Slide" "SLIDE_A" 0 " Left/Right" # Modifiers for "Slide" function "SLIDE_K" 0 " Right" "SLIDE_R" 0 " Left" "SLIDETOGGLE" 0 "Slide Toggle" "JUMP" 0 "Jump" "DUCK" 0 "Duck" "FAST" 0 "Fast" "SLOW" 0 "Slow" "PITCH" 0 "Pitch" "PITCH_A" 0 " Up/Down" # Modifiers for "Pitch" function "PITCH_K" 0 " Up" "PITCH_R" 0 " Down" "ROLL" 0 "Roll" "ROLL_A" 0 " Left/Right" # Modifiers for "Roll" function "ROLL_K" 0 " Left" "ROLL_R" 0 " Right" "CENTER" 0 "Center" "FIRE1" 0 "Fire 1" "FIRE2" 0 "Fire 2" "FIRE3" 0 "Fire 3" "FIRE4" 0 "Fire 4" "ACTIVATE" 0 "Activate" "SELECT1" 0 "Fists" "SELECT2" 0 "Bryar Pistol" "SELECT3" 0 "Stormtrooper Rifle" "SELECT4" 0 "Thermal Detonator" "SELECT5" 0 "Bowcaster" "SELECT6" 0 "Repeater" "SELECT7" 0 "Rail Detonator" "SELECT8" 0 "Sequencer" "SELECT9" 0 "Concussion Rifle" "SELECT0" 0 "Lightsaber" "GAMESAVE" 0 "Quick Save" # "GAMERESTORE" 0 "Game Restore" # "GAMERECORD" 0 "Game Record" # "DEBUG" 0 "Debug" "L_STOP" 0 "l_stop" "NEXTINV" 0 "Next Inventory Item" "PREVINV" 0 "Prev Inventory Item" "USEINV" 0 "Use Inventory Item" "NEXTWEAPON" 0 "Next Weapon" "PREVWEAPON" 0 "Previous Weapon" "NEXTSKILL" 0 "Next Force Power" "PREVSKILL" 0 "Prev Force Power" "USESKILL" 0 "Use Force Power" "MAP" 0 "Map" "INCREASE" 0 "Increase viewsize" "DECREASE" 0 "Decrease viewsize" "MLOOK" 0 "Free Look" "CAMERAMODE" 0 "Camera Mode" "TALK" 0 "Talk" "GAMMA" 0 "Gamma" "SCREENSHOT" 0 "Screenshot" "TALLY" 0 "Score Tally" "ACTIVATE0" 0 "Force Jump" "ACTIVATE1" 0 "Force Speed" "ACTIVATE2" 0 "Force Seeing" "ACTIVATE3" 0 "Force Pull" "ACTIVATE4" 0 "Force Healing" "ACTIVATE5" 0 "Force Persuasion" "ACTIVATE6" 0 "Force Blinding" "ACTIVATE7" 0 "Force Absorb" "ACTIVATE8" 0 "Force Protection" "ACTIVATE9" 0 "Force Throw" "ACTIVATE10" 0 "Force Grip" "ACTIVATE11" 0 "Force Lightning" "ACTIVATE12" 0 "Force Destruction" "ACTIVATE13" 0 "Force Deadlysight" "ACTIVATE14" 0 "Bacta Tank" "ACTIVATE15" 0 "IR Goggles" "ACTIVATE16" 0 "Field Light" ### ACTIVATExx bins up to ACTIVATE31 are available for user defined Hotkeys. ### In items.dat, the script for the 'xx'th item with the hotkey flag 0x100 will be bound. ### Names for all the keys ### They match names in jkGUISetup.c "KEY_UNKNOWN" 0 "Unkown Key" "DIK_ESCAPE" 0 "Escape" "DIK_1" 0 "1" "DIK_2" 0 "2" "DIK_3" 0 "3" "DIK_4" 0 "4" "DIK_5" 0 "5" "DIK_6" 0 "6" "DIK_7" 0 "7" "DIK_8" 0 "8" "DIK_9" 0 "9" "DIK_0" 0 "0" "DIK_MINUS" 0 "Minus" "DIK_EQUALS" 0 "Equals" "DIK_BACK" 0 "Backspace" "DIK_TAB" 0 "Tab" "DIK_Q" 0 "Q" "DIK_W" 0 "W" "DIK_E" 0 "E" "DIK_R" 0 "R" "DIK_T" 0 "T" "DIK_Y" 0 "Y" "DIK_U" 0 "U" "DIK_I" 0 "I" "DIK_O" 0 "O" "DIK_P" 0 "P" "DIK_LBRACKET" 0 "[" "DIK_RBRACKET" 0 "]" "DIK_RETURN" 0 "Return" "DIK_LCONTROL" 0 "Left Control" "DIK_A" 0 "A" "DIK_S" 0 "S" "DIK_D" 0 "D" "DIK_F" 0 "F" "DIK_G" 0 "G" "DIK_H" 0 "H" "DIK_J" 0 "J" "DIK_K" 0 "K" "DIK_L" 0 "L" "DIK_SEMICOLON" 0 ";" "DIK_APOSTROPHE" 0 "'" "DIK_GRAVE" 0 "Tilde (~)" "DIK_LSHIFT" 0 "Left Shift" "DIK_BACKSLASH" 0 "\" "DIK_Z" 0 "Z" "DIK_X" 0 "X" "DIK_C" 0 "C" "DIK_V" 0 "V" "DIK_B" 0 "B" "DIK_N" 0 "N" "DIK_M" 0 "M" "DIK_COMMA" 0 "Comma" "DIK_PERIOD" 0 "Period" "DIK_SLASH" 0 "/" "DIK_RSHIFT" 0 "Right Shift" "DIK_MULTIPLY" 0 "Numpad *" "DIK_LMENU" 0 "Left Alt" "DIK_SPACE" 0 "Space" "DIK_CAPITAL" 0 "Caps Lock" "DIK_F1" 0 "F1" "DIK_F2" 0 "F2" "DIK_F3" 0 "F3" "DIK_F4" 0 "F4" "DIK_F5" 0 "F5" "DIK_F6" 0 "F6" "DIK_F7" 0 "F7" "DIK_F8" 0 "F8" "DIK_F9" 0 "F9" "DIK_F10" 0 "F10" "DIK_NUMLOCK" 0 "Num Lock" "DIK_SCROLL" 0 "Scroll Lock" "DIK_NUMPAD7" 0 "Numpad 7" "DIK_NUMPAD8" 0 "Numpad 8" "DIK_NUMPAD9" 0 "Numpad 9" "DIK_SUBTRACT" 0 "Numpad -" "DIK_NUMPAD4" 0 "Numpad 4" "DIK_NUMPAD5" 0 "Numpad 5" "DIK_NUMPAD6" 0 "Numpad 6" "DIK_ADD" 0 "Numpad +" "DIK_NUMPAD1" 0 "Numpad 1" "DIK_NUMPAD2" 0 "Numpad 2" "DIK_NUMPAD3" 0 "Numpad 3" "DIK_NUMPAD0" 0 "Numpad 0" "DIK_DECIMAL" 0 "Numpad Period" "DIK_F11" 0 "F11" "DIK_F12" 0 "F12" "DIK_F13" 0 "F13" "DIK_F14" 0 "F14" "DIK_F15" 0 "F15" "DIK_KANA" 0 "Kana" "DIK_CONVERT" 0 "Convert" "DIK_NOCONVERT" 0 "No Convert" "DIK_YEN" 0 "Yen" "DIK_NUMPADEQUALS" 0 "Numpad =" "DIK_CIRCUMFLEX" 0 "^" "DIK_AT" 0 "@" "DIK_COLON" 0 ":" "DIK_UNDERLINE" 0 "_" "DIK_KANJI" 0 "Kanji" "DIK_STOP" 0 "Stop" "DIK_AX" 0 "ax" "DIK_UNLABELED" 0 "Unlabeled" "DIK_NUMPADENTER" 0 "Numpad Enter" "DIK_RCONTROL" 0 "Right Control" "DIK_NUMPADCOMMA" 0 "Numpad Comma" "DIK_DIVIDE" 0 "Numpad /" "DIK_SYSRQ" 0 "SysRq" "DIK_RMENU" 0 "Right Alt" "DIK_HOME" 0 "Home" "DIK_UP" 0 "Up Arrow" "DIK_PRIOR" 0 "Page Up" "DIK_LEFT" 0 "Left Arrow" "DIK_RIGHT" 0 "Right Arrow" "DIK_END" 0 "End" "DIK_DOWN" 0 "Down Arrow" "DIK_NEXT" 0 "Page Dn" "DIK_INSERT" 0 "Insert" "DIK_DELETE" 0 "Delete" "DIK_LWIN" 0 "Left Win" "DIK_RWIN" 0 "Right Win" "DIK_APPS" 0 "Apps" # These are keys too, but on the mouse and joystick "KEY_JOY1_B1" 0 "Joy 1 Button 1" "KEY_JOY1_B2" 0 "Joy 1 Button 2" "KEY_JOY1_B3" 0 "Joy 1 Button 3" "KEY_JOY1_B4" 0 "Joy 1 Button 4" "KEY_JOY1_B5" 0 "Joy 1 Button 5" "KEY_JOY1_B6" 0 "Joy 1 Button 6" "KEY_JOY1_B7" 0 "Joy 1 Button 7" "KEY_JOY1_B8" 0 "Joy 1 Button 8" "KEY_JOY1_HLEFT" 0 "Joy 1 Hat Left" "KEY_JOY1_HUP" 0 "Joy 1 Hat Up" "KEY_JOY1_HRIGHT" 0 "Joy 1 Hat Right" "KEY_JOY1_HDOWN" 0 "Joy 1 Hat Down" "KEY_JOY2_B1" 0 "Joy 2 Button 1" "KEY_JOY2_B2" 0 "Joy 2 Button 2" "KEY_JOY2_B3" 0 "Joy 2 Button 3" "KEY_JOY2_B4" 0 "Joy 2 Button 4" "KEY_JOY2_B5" 0 "Joy 2 Button 5" "KEY_JOY2_B6" 0 "Joy 2 Button 6" "KEY_JOY2_B7" 0 "Joy 2 Button 7" "KEY_JOY2_B8" 0 "Joy 2 Button 8" "KEY_JOY2_HLEFT" 0 "Joy 2 Hat Left" "KEY_JOY2_HUP" 0 "Joy 2 Hat Up" "KEY_JOY2_HRIGHT" 0 "Joy 2 Hat Right" "KEY_JOY2_HDOWN" 0 "Joy 2 Hat Down" "KEY_MOUSE_B1" 0 "Mouse Button 1" "KEY_MOUSE_B2" 0 "Mouse Button 2" "KEY_MOUSE_B3" 0 "Mouse Button 3" "KEY_MOUSE_B4" 0 "Mouse Button 4" ### Names for all mouse and joystick axes "AXIS_UNKNOWN" 0 "unknown Axis" "AXIS_JOY1_X" 0 "Joy 1 X Axis" "AXIS_JOY1_Y" 0 "Joy 1 Y Axis" "AXIS_JOY1_Z" 0 "Joy 1 Z Axis" "AXIS_JOY1_R" 0 "Joy 1 R Axis" "AXIS_JOY1_U" 0 "Joy 1 U Axis" "AXIS_JOY1_V" 0 "Joy 1 V Axis" "AXIS_JOY2_X" 0 "Joy 2 X Axis" "AXIS_JOY2_Y" 0 "Joy 2 Y Axis" "AXIS_JOY2_Z" 0 "Joy 2 Z Axis" "AXIS_JOY2_R" 0 "Joy 2 R Axis" "AXIS_JOY2_U" 0 "Joy 2 U Axis" "AXIS_JOY2_V" 0 "Joy 2 V Axis" "AXIS_MOUSE_X" 0 "Mouse X Axis" "AXIS_MOUSE_Y" 0 "Mouse Y Axis" "AXIS_MOUSE_Z" 0 "Mouse Z Axis/Wheel" #*************************** # NAMES OF JEDI RANKS #*************************** # first number is level, 2nd is alignment: Dark or Light # Light side "RANK_0_L" 0 "Uninitiated" "RANK_1_L" 0 "Initiate" "RANK_2_L" 0 "Learner" "RANK_3_L" 0 "Apprentice" "RANK_4_L" 0 "Journeyman" "RANK_5_L" 0 "Charge" "RANK_6_L" 0 "Disciple" "RANK_7_L" 0 "Jedi Master" "RANK_8_L" 0 "Jedi Lord" "RANK_9_L" 0 "Unlimited" # Dark side "RANK_0_D" 0 "Uninitiated" "RANK_1_D" 0 "Initiate" "RANK_2_D" 0 "Learner" "RANK_3_D" 0 "Apprentice" "RANK_4_D" 0 "Journeyman" "RANK_5_D" 0 "Charge" "RANK_6_D" 0 "Disciple" "RANK_7_D" 0 "Primarch" "RANK_8_D" 0 "Dark Lord" "RANK_9_D" 0 "Unlimited" #*************************** # Names of Cutscenes #*************************** "01-02A" 0 "0 - A Jedi's Destiny" "03-04A" 0 "1 - 8t88's Double Cross" "06A" 0 "2 - 8t88's Escape" "08-10A" 0 "3 - The Vision" "12A" 0 "4 - A Father's Message" "16A" 0 "5 - Barons Hed" "18-19A" 0 "7 - Yun's Attack" "21A" 0 "8 - A Second Chance" "23A" 0 "9 - 8t88's Payment" "25A" 0 "10 - Cargo Ship Launch" "27A" 0 "11 - Brothers of the Sith" "33-34A" 0 "13 - Passage to the Lost Planet" "36A" 0 "14 - Maw's Revenge" "38A" 0 "15 - The Path of the Jedi" "39A" 0 "15 - The Lightside" "41-42A" 0 "16 - Sariss' Attack" "41DA" 0 "15 - Falling Ship Failure" "41DSA" 0 "16 - Dark Jedi Escape" "44A" 0 "18 - The Trespass" "46A" 0 "19 - Power of the Valley" "48A" 0 "20 - Boc's Surprise" "50A" 0 "21 - Jerec: The Force Within" "52-53A" 0 "22 - A Jedi's Last Challenge" "54A" 0 "15 - The Darkside" "57A" 0 "22 - Dark Emperor" #*************************** # Names of MP Models #*************************** "KY" 0 "Kyle" "KYB3" 0 "Krugon" "KYC5" 0 "OneEye" "KYD0" 0 "Trainer" "KYE6" 0 "DarkKyle" "KYF2" 0 "Veamon" "KYG7" 0 "Admiral" "KYH4" 0 "Mandalor" "KYJ1" 0 "DarkRahn" "KYK7" 0 "Santiago" "KYL8" 0 "Rugar" "KYA9" 0 "Sariss" "KYA10" 0 "JanOrs" "KYA11" 0 "Commando" "KYA12" 0 "Officer" "KYM13" 0 "Trooper" "KYI14" 0 "Trando" "KYA15" 0 "Tusken" "KYA16" 0 "Cybot" "KYA17" 0 "Rodian" "KYA18" 0 "Yun" "KYA19" 0 "Jerec" "KYT0" 0 "Green" "KYU0" 0 "Gold" "KYV0" 0 "Blue" "KYW0" 0 "Purple" "KYX0" 0 "Red" "KYY0" 0 "Orange" #### Put GENERIC Cog messages here #### # # This file is for Cog messages which apply to all episodes. # Put messages which apply only to one episode in that # episode's "cogStrings.uni" file. # # Be sure to label each message with the .COG # file which uses that message. ######################################### # General purpose messages. # Weapon & Powerups messages (please keep these in synch with items.dat values [YB]) "COG_00001" 0 "Fists" "COG_00002" 0 "Bryar Pistol" "COG_00003" 0 "Stormtrooper Rifle" "COG_00004" 0 "Thermal Detonators" "COG_00005" 0 "Crossbow" "COG_00006" 0 "Repeater Gun" "COG_00007" 0 "Rail Detonator" "COG_00008" 0 "Sequencer Charges" "COG_00009" 0 "Concussion Rifle" "COG_00010" 0 "Lightsaber" "COG_00011" 0 "Energy Cells" "COG_00012" 0 "Power Cells" "COG_00013" 0 "Battery" "COG_00014" 0 "Force Mana" "COG_00015" 0 "Rail Charges" "COG_00016" 0 "New Stars" "COG_00017" 0 "Spend Stars" "COG_00018" 0 "Total Stars" "COG_00020" 0 "Jedi Rank" "COG_00021" 0 "Force Jump" "COG_00022" 0 "Force Speed" "COG_00023" 0 "Force Seeing" "COG_00024" 0 "Force Pull" "COG_00025" 0 "Force Healing" "COG_00026" 0 "Force Persuasion" "COG_00027" 0 "Force Blinding" "COG_00028" 0 "Force Absorb" "COG_00029" 0 "Force Protection" "COG_00030" 0 "Force Throw" "COG_00031" 0 "Force Grip" "COG_00032" 0 "Force Lightning" "COG_00033" 0 "Force Destruction" "COG_00034" 0 "Force Deadly Sight" "COG_00040" 0 "Bacta Tank" "COG_00041" 0 "IR Goggles" "COG_00042" 0 "Field Light" "COG_00043" 0 "Control Room Key" "COG_00044" 0 "Wrench" "COG_00045" 0 "Data Disk" "COG_00046" 0 "Red Key" "COG_00047" 0 "Blue Key" "COG_00048" 0 "Yellow Key" "COG_00049" 0 "Blue Wrench" "COG_00050" 0 "Yellow Wrench" "COG_00051" 0 "Green Key" "COG_00060" 0 "Shield Recharge" "COG_00061" 0 "Force Armor" "COG_00062" 0 "Super Shield" "COG_00063" 0 "Power Boost" "COG_00064" 0 "Dark Surge" "COG_00065" 0 "Light Surge" "COG_00066" 0 "Revive" # Other items related messages "COG_00200" 0 "Backpack" "COG_00201" 0 "Health Pack" "COG_00204" 0 "Force Boost" "COG_00205" 0 "Thermal Detonator" # no 's' "COG_00206" 0 "Sequencer Charge" # no 's' "COG_00207" 0 "Armor Vest" "COG_00208" 0 "Stormtrooper Backpack" "COG_00209" 0 "Smuggler Backpack" "COG_00250" 0 "Bacta USED" "COG_00251" 0 "Field Light ON" "COG_00252" 0 "Field Light OFF" "COG_00253" 0 "Field Light out of power" "COG_00254" 0 "IR Goggles ON" "COG_00255" 0 "IR Goggles OFF" "COG_00256" 0 "IR Goggles out of power" "COG_00257" 0 "This is a Blue Key..." "COG_00258" 0 "This is a Red Key..." "COG_00259" 0 "This is a Yellow Key..." "COG_00260" 0 "This is a Blue Wrench..." "COG_00261" 0 "This is a Yellow Wrench..." "COG_00262" 0 "You need the Red Key" "COG_00263" 0 "You need the Blue Key" "COG_00264" 0 "You need the Yellow Key" "COG_00265" 0 "You need the Green Key" "COG_00266" 0 "This is a Green Key..." "COG_00268" 0 "This is the Imperial Key..." "COG_00269" 0 "This is a Data Disk..." "COG_00270" 0 "This is a Wrench..." # Force Powers messages "COG_00300" 0 "You are taking Grip damage!" "COG_00301" 0 "You are taking Deadly Sight damage!" # Goal complete message "COG_00350" 0 "Mission Objective Completed!" # Found a secret area message "COG_00360" 0 "Entered Secret Area!" END # !!! DON'T FORGET TO UPDATE THE COUNT AT TOP O