Cog Files


Special Effects Reference

These are special function verbs.

jkDisableSaber
jkEnableSaber
jkEndTarGet
jkSetPersuasionInfo
jkSetSaberInfo
jkSetTarGet
jkSetTarGetColors
AddDynamicAdd
AddDynamicTint
AmputateJoint
ApplyForce
ClearMapModeFlags
CycleCamera
DisableIrMode
EnableIrMode
FreeColorEffect
GetCameraStateFlags
GetCurrentCamera
GetMapModeFlags
GetSecondaryFocus
ModifyColorEffect
SetCameraFocus
SetCameraStateFlags
SetCurrentCamera
SetMapModeFlags
SlideCeilingSky
SlideHorizonSky

jkDisableSaber()

Disables the saber from creating collisions.

Use: jkDisableSaber(player);


jkEnableSaber()

Enables the saber blade to create collisions. Collisions created ONLY when saber strikes

Use: JkEnableSaber(player, flex damage, flex bladelength, flex stundelay);


jkEndTarGet()

Voids the Force Power Process from working .

Use: jkEndTarget();


jkSetPersuasionInfo()

Adds the twinkling stars for Force Persuasion & Force Jump

Use: JkSetPersuasionInfo(player, int1, int2); the Int's are the min and max of the appearing twinkling stars.


jkSetSaberInfo()

Used to set the Singleplayer saber information.

Use: jkSetSaberInfo(player, material Side mat, tip mat, flex base radius, flex tip radius, flex saber length, template wall hit, template flesh hit, template saber clash); We dont recomend changing the numbers specified as they are pertinent to the saber's size.


jkSetTarGet()

Sets the target for the force power reticle.

Use: JkSetTarget(victim);


jkSetTarGetColors()

Sets the colors for the reticle while using a force power , such as pull.

Use: jkSetTargetColors(int, int, int); Where each int represents a color from the JK pallete. Each int is for each line of the reticle.


AddDynamicAdd()

This adds a tint (RGB value) to the screen.

Use: AddDynamicAdd(player, red int, green int, blue int);

ints are 0.. 255

AddDynamicTint()

Adds a flash of tint , used for weapon/powerup pickups in JK.

Use: AddDynamicTint(player, flex r, flex g, flex b);

flex 0.. 1.0

AmputateJoint()

Literally amputates an enemy's joint and creates an arm thing. Used in SP usually with a random command to keep it from happening every time.

Use: AmputateJoint(victim, 5); Number is the joint number. 5 is an arm

To create a new arm : newThing =CreateThingAtPos(limb, GetThingSector(victim), GetThingPos(victim), '0 0 0'); The limb's template for a stormtrooper is: +stormlimb

See PUP files for Joint numbers


ApplyForce()

Applies a vector for a weapon (conc rifle or raildet) or a force power (force throw, force pull).

Use: ApplyForce(thing, direction vector); or ApplyForce(thing, vectorscale(getthingvec(player), -80)); for kickback


ClearMapModeFlags()

Clears the Flags set by force seeing.

Use: ClearMapModeFlags(0xffff);


CycleCamera()

Cycles Cameras in DarkJedi Cutscenes and when the saber is pulled.

Use: CycleCamera();


DisableIrMode()

Shuts off the colors from IR goggles and Force Seeing

Use: DisableIrMode();


EnableIrMode()

Sets the mode for colors in IR and Force Seeing.

Use: EnableIrMode(flex, int);


FreeColorEffect()

Sets the view color. (IR goggles, force seeing, blinded, etc)

Use: FreeColorEffect(int);


GetCameraStateFlags()

?

? Not Used in JK


GetCurrentCamera()

Gets the current camera in use. Stored as a thing .

Use: GetCurrentCamera(store_as_value);


GetMapModeFlags()

Gets the current flags set for the overlay map. Used in force_seeing.cog.

Use: flags = GetMapModeFlags();


GetSecondaryFocus()

Gets a second focus screen for a camera. It's Purpose is Vague.

Use: GetSecondaryFocus(int_camera);


ModifyColorEffect()

Does some cool stuff with colors. Mixing, tinting, etc...

Use: ModifyColorEffect(int_filterR, int_filterG, int_filterB, flex tintR, flex tintG, flex tintB, int_addR, int_addG, int_addB, flex fadeintensity);


SetCameraFocus()

Changes the current view to the specified thing.

Use: SetCameraFocus(0, camera);


SetCameraStateFlags()

?

? Not Used in JK


SetCurrentCamera()

Sets the current camera Point of View.

Use: SetCurrentCamera(int);


SetMapModeFlags()

Used in ForceSeeing.cog to add the items in the map.

Use: SetMapModeFlags(flags); flags: 0xc=players, 0x1c=players, actors, items, 0x3c=players, actors, items, projectiles


SlideCeilingSky()

Scrolls all sky surfaces. (face flag 400)

Use: SlideCeilingSky( flex U, flex V); U , V speeds to move along axis


SlideHorizonSky()

Scrolls all horizon surfaces. (face flag 200)

Use: SlideHorizonSky( flex U, flex V ); U , V speeds to move along axis