Sylvicolus : Jedi Knight Level Design -- T9 COGs |
PRL_T9_COGS.ZIP
Updated 14 April 2002
Custom cogs I developed for my T9 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/ DOOR COGS PRL_DamageDoor.COG -- There is a door that won't open, just a thump when activated. You shoot (damage) a nearby switch (or other surface such as wires). Sparks fly out, pause, sparks and the door opens, pause, more sparks. 4 August 2001 PRL_Door_Auto.COG -- This cog allows you to open a single door by any and all of 5 methods: crossing an adjoin, pressing a switch, stepping on a surface, activating door from one side, or entering a sector. Use your imagination to set up your own combination. See cog details below. 13 August 2001 PRL_DoorSwitch-Delay.COG -- One to four switches activate the opening of one to four doors. Each door opens a span of time after the previous one. Then the doors close in the same order. One switch is shootable. 31 January 2002 ELEVATOR COGS PRL_ElevMaster3.COG -- This cog is used for a master elevator that is turned off at start. You designate the start floor (doesn't need to be frame 0). Power is turned on with master switch. Give elevator sector subdued lighting because cog sets light to full when power turned on. 6 August 2001 PRL_ElevMaster4.COG -- This cog is used for a master elevator that is turned off at start. You designate the start floor (doesn't need to be frame 0). Power is turned on with master switch. When officer or camera (sectors) first sighted then elevator turned off. Give elevator sector subdued lighting and then adjust sectorlight and sectordark values for power on or off. Change sounds in symbols section as needed. 23 February 2001 SPECIAL EFFECTS COGS PRL_Adjoin_Block.COG -- You turn a corner in the hallway. In the distance is a security gun but it is not firing. You move closer to investigate and it starts shooting at you. You retreat and it stops. 17 April 2001 ![]() PRL_Thing_Move1.COG -- This cog allows you to use a sector, thing, or surface (switch) to move a thing from frame 0 to frame 1 and return. 14 February 2002 PRL_Thing_Move2.COG -- This cog allows you to use sectors, things, or surfaces (switch) to activate the movement of a thing in two possible directions: from frame 1 to frame 0 and return; or from frame 1 to frame 2 and return. 9 February 2002. PRL_Thing_Move4.COG -- This cog allows you to use sectors, things, or surfaces (switch) to activate the movement of a thing in four possible directions: from frame 1 to frame 0 or 2 and return; or from frame 4 to frame 3 or 5 and return. 23 March 2002 |