# Jedi Knight Cog Script # # riverthrust.cog # # A cog to make rivers # (See EvanC's tutorial on rivers for more info) # # This cog will handle sector thrust and surface sliding in one cog. # It keeps the amounts of cogs to a minimum. # WARNING! A lot of values, may cause lag in multiplayer. # # It is not betatested, so if you find bugs, please report them to me. # # Thanks to SteelPheoniX_1 for his slide-cog (inspiration is important) # and EvanC for his river cog that didn't work in my level and then # inspired me to make a river cog for myself. :p # # [GTG] (ow_lord_gandalv@hotmail.com) # # LEC has no responsibillity for what this cog may do to your family, dog, computer, # Jedi Knight game, sound speakers, printer, piano, TV, Playstation or # anything like that. Neither am I. # # (God, I hate to say that!) // Symbols section symbols message startup vector vector0 desc=thrust_direction sector sector0 float speed0=1.0 desc=thrust_speed surface surface0 surface surface1 vector vector1 desc=thrust_direction sector sector1 float speed1=1.0 desc=thrust_speed surface surface2 surface surface3 vector vector2 desc=thrust_direction sector sector2 float speed2=1.0 desc=thrust_speed surface surface4 surface surface5 vector vector3 desc=thrust_direction sector sector3 float speed3=1.0 desc=thrust_speed surface surface6 surface surface7 vector vector4 desc=thrust_direction sector sector4 float speed4=1.0 desc=thrust_speed surface surface8 surface surface9 vector vector5 desc=thrust_direction sector sector5 float speed5=1.0 desc=thrust_speed surface surface10 surface surface11 vector vector6 desc=thrust_direction sector sector6 float speed6=1.0 desc=thrust_speed surface surface12 surface surface13 vector vector7 desc=thrust_direction sector sector7 float speed7=1.0 desc=thrust_speed surface surface14 surface surface15 vector vector8 desc=thrust_direction sector sector8 float speed8=1.0 desc=thrust_speed surface surface16 surface surface17 vector vector9 desc=thrust_direction sector sector9 float speed9=1.0 desc=thrust_speed surface surface18 surface surface19 end // Code section code //----------------------------------------------------------------------------- startup: if (sector0 >= 0) SectorThrust(sector0, vector0, speed0); if (surface0 >= 0)SlideWall(surface0, vector0, speed0); if (surface1 >= 0)SlideWall(surface1, vector0, speed0); if (sector1 >= 0) SectorThrust(sector1, vector1, speed1); if (surface2 >= 0)SlideWall(surface2, vector1, speed1); if (surface3 >= 0)SlideWall(surface3, vector1, speed1); if (sector2 >= 0) SectorThrust(sector2, vector2, speed2); if (surface4 >= 0)SlideWall(surface4, vector2, speed2); if (surface5 >= 0)SlideWall(surface5, vector2, speed2); if (sector3 >= 0) SectorThrust(sector3, vector3, speed3); if (surface6 >= 0)SlideWall(surface6, vector3, speed3); if (surface7 >= 0)SlideWall(surface7, vector3, speed3); if (sector4 >= 0) SectorThrust(sector4, vector4, speed4); if (surface8 >= 0)SlideWall(surface8, vector4, speed4); if (surface9 >= 0)SlideWall(surface9, vector4, speed4); if (sector5 >= 0) SectorThrust(sector5, vector5, speed5); if (surface10 >= 0)SlideWall(surface10, vector5, speed5); if (surface11 >= 0)SlideWall(surface11, vector5, speed5); if (sector6 >= 0) SectorThrust(sector6, vector6, speed6); if (surface12 >= 0)SlideWall(surface12, vector6, speed6); if (surface13 >= 0)SlideWall(surface13, vector6, speed6); if (sector7 >= 0) SectorThrust(sector7, vector7, speed7); if (surface14 >= 0)SlideWall(surface14, vector7, speed7); if (surface15 >= 0)SlideWall(surface15, vector7, speed7); if (sector8 >= 0) SectorThrust(sector8, vector8, speed8); if (surface16 >= 0)SlideWall(surface16, vector7, speed7); if (surface17 >= 0)SlideWall(surface17, vector7, speed7); if (sector9 >= 0) SectorThrust(sector9, vector9, speed9); if (surface18 >= 0)SlideWall(surface18, vector9, speed9); if (surface19 >= 0)SlideWall(surface19, vector9, speed9); return; end