PRL_MOTS_COGS.ZIP Updated 14 April 2002
General cogs I developed for my MOTS level. Feel free to adapt these to your own use.
They work in MOTS Single Player; You may edit them to work in Multiplayer or in JK.
-- Credit: Sylvicolus [PRL] http://www.lactarius.com/sylvicolus/jk/

CAMERA COGS
PRL_SingleCam.COG -- I developed this camera cog for use with one viewscreen (optional switch) and one camera. This is for MOTS single player only. If camera is destroyed then the view is from the "disabledcamera" which is a camera pointing at a surface with an animated mat of static. This mat is included in the download. April 2001

DOOR COGS
PRL_00_Door_Adjoinless.COG -- Here is the basic LEC 00_door.cog modified by removing the parts that change the adjoin flags for the sector that the door is in. This allows you to use see-through doors, for example jail doors. You can use up to 4 doors that open at the same time. I am using this cog for a see-through barred door. Technically the door 3do won't require it's own little sector with this code, but do it anyway for consistency. Don't use this code for regular doors because in-game the AI will see through the door and the player's map will show sectors on the other side. 28 May 2001
PRL_00_Door_Ai.COG -- The basic LEC 00_door.cog modified so that AI (enemies etc.) can open one to four doors with the touched message. This means that an AI walking (or flying) into a door will cause them to open. However the AI can not see through the doors. This cog is useful for doors by windows or when an AI is chasing you and you go through a door. May 2001
PRL_Door_StayOpen.COG -- One or two switches open one or two doors. Doors stay open until switch activated again. 14 February 2002
PRL_KeyDoor.COG -- This is a cog for one door that needs a key to open. There are no switches and AI can always open door. There are two voice sounds played the first and second time the door is activated without the key. Replace these with other wavs as desired or delete them (and the print(); statements) from the cog. Example wavs are given in the cog. 22 July 2001

ELEVATOR COGS
PRL_Funicular_Switch.COG -- Here is the basic LEC 00_elev_switch.cog modified by using two switches and adding a pause with alarm sound before the elevator (or funicular) starts moving. Elevator returns to frame 0 by itself. 27 February 2001

FORCEFIELD COGS
10_FFieldFlip.COG -- Here's the 10_FFieldSwitch.cog modified to have the force field OFF or ON at the start. All that needed to be done was change the startup code section by adding a check for a new fieldon variable. When you add the cog in JED leave fieldon as 0 for off and change it to 1 for the normal on at start. You may know that this cog works with textured mats. Written for SammyLSD; Massassi Temple Cog Forum 30 April 2001
PRL_10_FFieldSwitch.COG -- This is modified from the JK 10_FFieldSwitch.cog. In this version there are two forcefields both operated by the same switches. These forcefields produce a humming sound when they are active. The forcefield adjoins use textured mats. You will have to flag these surfaces as translucent yourself. The cog doesn't do this. This is in case you might want a non-translucent texture mat instead. August 2001.

TRAP COGS
PRL_DeadlySurface.COG -- Touching, walking, or falling on these surfaces cause repeated damage to players or AI. 14 February 2002

OTHER COGS
PRL_Alarm1a.COG -- This cog signals an alarm when the player enters a sector. The player can turn the alarm off or on with a switch. 28 July 2001.
PRL_DropThing.COG -- Killing an AI, for example an officer, will generate a thing in his place, for example, a yellow key. 22 July 2001
PRL_PlaySound.COG -- This cog plays a sound when a surface or thing is activated by the player. I mostly use this for fake doors but it can be used for other effects. You can also choose a voice wav to be played the first time. 17 March 2002
PRL_SectorSound.COG -- A cog that the plays a .wav file in certain sectors after pressing a switch. You can modify it if you need more than 4 sectors or if you want the switch to be green (1 = on) instead of red (0 = off) when the sound is on. If you don't want the switch to turn the sound off again, then delete the second part of the activate code. Written for SammyLSD; Massassi Temple Cog Forum 23 April 2001