Mots Cog Files


Mots Verb Reference


These are the Added cog verbs new in Mysteries of the Sith expansion package. These are in addition to the ones available for Jedi Knight.

AIAddAlignmentPriority
AIGetAlignment
AIGetInterest
AIRemoveAlignmentPriority
AISetAlignment
AISetDistractor
AISetInterest
Break
ChangeAllSectorslight
ClearCogFlags
CreateThingAtPosOld
CreateThingAtPosOwner
CreateThingLocal
EnterBubble
ExitBubble
FindSectoratPos
FireProjectileData
FireProjectileLocal
FirstThingInCone
GetActionCog
GetActorHeadPYR
GetActorWeapon2
GetCogFlags
GetCurInvWeapon2
GetGuidThing
GetSectorAmbientLight
GetSurfaceVertexLight
GetSurfaceVertexLightRGB
GetSysDate
GetSysTime
GetThingGuid
GetThingJointAngle
GetThingLvecPYR
GetThingMaxAngularVelocity
GetThingMaxVelocity
GetWeaponBin
InterpolatePYR
IsSphereInSector
jkBeginCutscene
jkCreateBubble
jkDestroyBubble
jkEndCutscene
jkGetBubbleDistance
jkGetBubbleRadius
jkGetBubbleType
jkGetFirstBubble
jkGetMultiParamInsideLeia
jkGetNextBubble
jkGetOpenFrames
jkGetSaberSidemat
jkPrintUniVoice
jkScreenShot
jkSetBubbleRadius
jkSetBubbleType
jkStartupCutscene
jkSyncForcePowers
jkThingInBubble
KillPlayerQuietly
NextThingInCone
PlaySoundPosLocal
PlaySoundThingLocal
PlayVoiceGlobal
PlayVoiceLocal
PlayVoicePos
PlayVoiceThing
RadiusReturnex 
RotatePivot
SetActionCog
SetActorHeadPYR
SetBitTest
SetCameraZoom
SetCogFlags
SetInvChangeInv
SetParamWorldFlash
SetSectorAmbientLight
SetSlideHorizonSky
SetSurfaceVertexLight
SetSurfaceVertexLightrgb
SetThingJointAngle
SetThinglookPYR
SetThingMaxAngularVelocity
SetThingMaxHeadPitch
SetThingMaxVelocity
SetThingMinHeadPitch
SetThingParent
SetThingPosex
SetVectorLen
SetWeaponTarget
SleepPow
VectorEqual
Wakeup

AIAddAlignmentPriority()

This adds the priority of the target's alignment.

Use: AIAddAlignmentPriority(flex,flex);


AIGetAlignment()

Gets the current Alignment of a target.

Use: int = AIGetAlignment(thing_target);


AIGetInterest()

Gets an AI interest in a thing, but doesn't set the interest.

Use: thing = AIGetInterest(thing_interest);


AIRemoveAlignmentPriority()

Removes the Alignment setting.

Use: AIRemoveAlignmentPriority(int); int = -1 in most MOTS cogs.


AISetAlignment()

Sets the AI alignment.

Use: AISetAlignment(victim,int_align);


AISetDistractor()

Sends the AI to be distracted by a thing.

Use: AISetDistractor(thing);


AISetInterest()

Turns the AI actor towards a certain thing.

Use: AISetInterest(actor,target);


Break()

Breaks the message.

Use: Break;


ChangeAllSectorslight()

Changes the sector light value for all of the sectors in the level.

Use: ChangeAllSectorsLight(Int_LightValue);


ClearCogFlags()

Clears the flags for a cog.

Use: ClearCogFlags(cog,flag);


CreateThingAtPosOld()

? Not Used in MOTS

?


CreateThingAtPosOwner()

Creates a thing at a pos, and sets the thing's parent to the source.

Use: CreateThingAtPosOwner(thing template,sector,thing position,pyr);?


CreateThingLocal()

Creates a thing on a local system only.

Use: CreateThingLocal(thing template,thing position);


Message: EnterBubble

This message is used to void force powers of usability when the play is within the range of the KFY bubble.

Use: Standard Message use.


Message: ExitBubble

This message returns force powers to normal after the play exits the range of the KFY bubble.

Use: Standard message use.


FindSectoratPos()

Fetches the sector of the inputted vector.

Use: FindSectoratPos(vec_pos);


FireProjectileData()

Sends the data ONLY of a projectile.

Used in railseek.cog


FireProjectileLocal()

Fires a bullet on the local system.

Use: FireProjectileLocal(thing_launcher,tpl_proj,int, vector,vector,flex,flags);


FirstThingInCone()

Returns the first thing sighted within in a code.

?


GetActionCog()

Returns the current cog that responds to playeraction messages.

cog = GetActionCog();


GetActorHeadPYR()

? Not Used in MOTS

?


GetActorWeapon2()

? Not Used in MOTS

?


GetCogFlags()

Picks up the flags of a cog.

Use: GetCogFlags(cog);


GetCurInvWeapon2()

?Not Used in MOTS

?


GetGuidThing()

Returns a guaranteed unique ID of a thing.

intID = GetGuidThing(thingRef);


GetSectorAmbientLight()

?Not Used in MOTS

?


GetSurfaceVertexLight()

Returns the light value of a vertex.

Use: flex_light = GetSurfaceVertexLight(surfacenum, vertexnum);


GetSurfaceVertexLightRGB()

Returns the RGB value of a vertex

Use: vector_RGB = GetSurfaceVertexLightRGB(surfacenum, vertexnum);


GetSysDate()

Returns a vector (day, month, year) according to the system clock.

Use: Vector_Date = GetSysDate();


GetSysTime()

Returns a vector (hour, minute, second) according to the system clock.

Use: Vector_Time = GetSysTime();


GetThingGuid()

Does somethin' with the railseeker in mp.

Use: GetThingGuid(localplayer);


GetThingJointAngle()

Gets the Angle of a Thing's Joint. Used in Eweb.

Use: flex = GetThingJointAngle(thing,int_joint-num);


GetThingLvecPYR()

Gets a thing's PYR (pitch, yaw, roll) vector. Used for farsight and eweb.

Use: vector = GetThingLvecPYR(thing);


GetThingMaxAngularVelocity()

Returns the max angular velocity of a thing.

floatRef = GetThingMaxAngularVelocity(thingRef);


GetThingMaxVelocity()

?Not Used in MOTS

?


GetWeaponBin()

Gets the bin of something ( a weapon, preferibly :) )

Use: GetWeaponBin(player,int_bin-num,flex_unknown);


InterpolatePYR()

? Not Used in MOTS

?


IsSphereInSector()

Checks to find stuff in a sector. Used for ChainLightening.

Use: IsSphereInSector(vector_pos,flex_unknown,sector);


jkBeginCutscene()

Starts up an in Level Cutscene.

Use: jkBeginCutscene();


jkCreateBubble()

Creates Bubble for KFY...

Use: jkCreateBubble(thing_bubble,flex,flex);


jkDestroyBubble()

Destroys the Bubble in KFY...

Use: jkDestroyBubble(thing_bubble);


jkEndCutscene()

Ends an in level CutScene and allows the level to continue.

Use: jkEndCutscene();


jkGetBubbleDistance()

? Not Used in MOTS

?


jkGetBubbleRadius()

? Not Used in MOTS

?


jkGetBubbleType()

? Not Used in MOTS

?


jkGetFirstBubble()

? Not Used in MOTS

?


jkGetMultiParamInsideLeia()

? Not Used in MOTS

?


jkGetNextBubble()

? Not Used in MOTS

?


jkGetOpenFrames()

Gets the number of Frames used.

Use: jkGetOpenFrames(); on a pulse or if(jkGetOpenFrames() > int_framenum)


jkGetSaberSidemat()

Fetches the Side Mat of the saber. Used in Force_throw.cog

Use: sidemat = jkGetSaberSidemat(player);


jkPrintUniVoice()

?Not Used in MOTS

?


jkScreenShot()

Takes a screenshot that will be dumped in your game directory.

Use: jkScreenShot();


jkSetBubbleRadius()

? Not Used in MOTS

?


jkSetBubbleType()

? Not Used in MOTS

?


jkStartupCutscene()

Loads up a SAN cutscene without leaving the jkl.

Use: jkStartupCutscene(san);


jkSyncForcePowers()

Syncs the Force Powers, used in endlevel.cog

Use: jkSyncForcePowers();


jkThingInBubble()

?

?


KillPlayerQuietly()

Kills the player without playing a sound

Use: KillPlayerQuietly();


NextThingInCone()

? Not Used in MOTS

?


PlaySoundPosLocal()

? Not Used in MOTS

?


PlaySoundThingLocal()

Plays a Local sound that Emits from a thing.

Use: PlaySoundThingLocal(wav,GetSenderRef(),flex_vol,dist,dist,flag);


PlayVoiceGlobal()

? Not Used in MOTS

?


PlayVoiceLocal()

Plays a Voice Locally :-)

Use: PlayVoiceLocal(wav,flex,flex,flags);


PlayVoicePos()

? Not Used in MOTS

?


PlayVoiceThing()

Plays a Voice(wav) from the sender.

Use: PlayVoiceThing(wav,GetSenderRef(),flex,flex,flex,flex);


RadiusReturnex()

? NotUsed in MOTS

?


RotatePivot()

Sets the thing to the position given in RotFrame. Then rotates the relocated thing around it's center by the angle(s) given in the PCH/YAW/ROL part of RotFrame.
Note: The PCH/YAW/ROL part of RotFrame is ignored, the orientation is set to 0/0/0

Use: RotatePivot(thing RotThing, int RotFrame, flex RotTime);


SetActionCog()

Sets an action cog (responds to playeraction: )

Use: SetActionCog(cog,flags);
See Force_FarSight.cog


SetActorHeadPYR()

? Not Used in MOTS

?


SetBitTest()

? Not Used in MOTS

?


SetCameraZoom()

Used to Zoom in

Use: SetCameraZoom(flex,flex_magnification,flex);


SetCogFlags()

Sets the Flags of a cog.

Use: SetCogFlags(cog,flags);


SetInvChangeInv()

? Not Used in MOTS

?


SetParamWorldFlash()

? Not Used in MOTS

?


SetSectorAmbientLight()

? Not Used in MOTS

?


SetSlideHorizonSky()

? Not Used in MOTS

?


SetSurfaceVertexLight()

Dynamically sets the light value for a vertex

Use: SetSurfaceVertexLight(surfacenum, vertexnum, flex_light);


SetSurfaceVertexLightrgb()

Dynamically sets the Rgb for a vertex.

Use: SetSurfaceVertexLightRGB(surfacenum, vertexnum, vector_rgb);
Note: This will only work if the vertex already has an RGB value!


SetThingJointAngle()

Pitches a thing to a certain angle.

?


SetThinglookPYR()

Sets the Pitch, Yaw and Roll of looking views.

?


SetThingMaxAngularVelocity()

Sets the Maximum Speed a thing can turn.

Use: SetThingMaxAngularVelocity(player,flex_speed);


SetThingMaxHeadPitch()

Sets the Maximum Pitch the Player may tilt his head.

Use: MaxPitch = SetThingMaxHeadPitch(player,flex_pitch);


SetThingMaxVelocity()

Sets the Maximum Speed something may travel.

Use: SetThingMaxVelocity(thing,Flex_speed);


SetThingMinHeadPitch()

Sets the Minimum Pitch the Player may tilt his head.

Use: MinPitch = SetThingMinHeadPitch(player,flex_pitch);


SetThingParent()

Set's the parent of a thing. Used for multiplayer purposes so a killer can be assigned to a projectile.

Use: SetThingParent(thingRef, thingParent);


SetThingPosex()

Sets a thing (actor) to move towards another thing. Example: Carbonite Statues.

Use: SetThingPosEx(GetSenderRef(),thing,thing);


SetVectorLen()

?

?


SetWeaponTarget()

Sets a target for a weapon, such as the seeking rail detonator.

Use: SetWeaponTarget(param,param,flex_unknown);


SleepPow()

? Not Used in MOTS

?


VectorEqual()

Checks the vector to make sure it is equal to what it formerly was. Used as a failsafe for far-seeing and cameras.

Use: VectorEqual(vector_starting-pos,thing_playerpos); Used in conjunction with GetThingPos();

2nd Use: if(!VectorEqual(vector_start-pos, GetThingPos(player))) This method is the failsafe used by LEC.


Wakeup()

Wakes the player up after a cutscene?

Use: Wakeup();