# Jedi Knight Cog Script # # prl_damagedoor.cog # Sylvicolus [PRL] 4 August 2001 # http://www.lactarius.com/sylvicolus/jk/ # # Door opens when surface/switch is damaged; creates sparks 3 times. # Put sparkghost near switch or where you want sparks to originate. # initialCel is undamaged cel of mat; damagedCel is mat cel after damage. # Activating door produces thump sound. # # This cog is not supported by LucasArts Entertainment Co. symbols message startup message damaged message activated thing door0 linkid=1 flex moveSpeed=3.0 surface switch linkid=2 mask=0x448 int initialCel=0 int damagedCel=1 thing sparkghost template spark=+sparks local sound wav0=00ElectrExplo03.wav local sound wav1=df_door1-3.wav local sector doorSector local int done=0 local end # ======================================================== code startup: SetWallCel(switch,initialCel); doorSector = GetThingSector(door0); SetSectorAdjoins(doorSector, 0); return; activated: if (GetSenderId() != 1) return; PlaySoundThing(wav1, door0, 1.0, -1, -1, 0); return; damaged: if (done==1 || GetSenderId() != 2) return; done=1; CreateThing(spark,sparkghost); PlaySoundThing(wav0, sparkghost, 0.5,-1,-1,0); SetWallCel(switch,damagedCel); sleep(1.0); CreateThing(spark,sparkghost); PlaySoundThing(wav0, sparkghost, 0.5,-1,-1,0); SetSectorAdjoins(doorSector, 1); MoveToFrame(door0, 1, moveSpeed); sleep(1.5); CreateThing(spark,sparkghost); PlaySoundThing(wav0, sparkghost, 0.5,-1,-1,0); return; end