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.
This adds the priority of the target's alignment.
Use: AIAddAlignmentPriority(flex,flex);
Gets the current Alignment of a target.
Use: thing = AIGetAlignment(thing_target);
Gets an AI interest in a thing, but doesn't set the interest.
Use: thing = AIGetInterest(thing_interest);
Removes the Alignment setting.
Use: AIRemoveAlignmentPriority(int); int = -1 in most MOTS cogs.
Sets the AI alignment.
Use: AISetAlignment(victim,int_align);
Sends the AI to be distracted by a thing.
Use: AISetDistractor(thing);
Turns the AI actor towards a certain thing.
Use: AISetInterest(actor,target);
Breaks the message.
Use: Break;
? Not Used in MOTS
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Clears the flags for a cog.
Use: ClearCogFlags(cog,flag);
? Not Used in MOTS
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Creates a thing at the "owner's" position.
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? Not Used in MOTS
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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.
This message returns force powers to normal after the play exits the range of the KFY bubble.
Use: Standard message use.
Fetches the sector of the inputted vector.
Use: FindSectoratPos(vec_pos);
Sends the data ONLY of a projectile.
Used in railseek.cog
Fires a bullet on the local system.
Use: FireProjectileLocal(thing_launcher,tpl_proj,int, vector,vector,flex,flags);
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Picks up the flags of a cog.
Use: GetCogFlags(cog);
?Not Used in MOTS
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Used in kylem.cog
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?Not Used in MOTS
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Does somethin' with the railseeker in mp.
Use: GetThingGuid(localplayer);
Gets the Angle of a Thing's Joint. Used in Eweb.
Use: flex = GetThingJointAngle(thing,int_joint-num);
Gets a thing's PYR (pitch, yaw, roll) vector. Used for farsight and eweb.
Use: vector = GetThingLvecPYR(thing);
?Not Used in MOTS
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?Not Used in MOTS
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Gets the bin of something ( a weapon, preferibly :) )
Use: GetWeaponBin(player,int_bin-num,flex_unknown);
? Not Used in MOTS
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Checks to find stuff in a sector. Used for ChainLightening.
Use: IsSphereInSector(vector_pos,flex_unknown,sector);
Starts up an in Level Cutscene.
Use: jkBeginCutscene();
Creates Bubble for KFY...
Use: jkCreateBubble(thing_bubble,flex,flex);
Destroys the Bubble in KFY...
Use: jkDestroyBubble(thing_bubble);
Ends an in level CutScene and allows the level to continue.
Use: jkEndCutscene();
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Gets the number of Frames used.
Use: jkGetOpenFrames(); on a pulse or if(jkGetOpenFrames() > int_framenum)
Fetches the Side Mat of the saber. Used in Force_throw.cog
Use: sidemat = jkGetSaberSidemat(player);
?Not Used in MOTS
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Loads up a SAN cutscene without leaving the jkl.
Use: jkStartupCutscene(san);
Syncs the Force Powers, used in endlevel.cog
Use: jkSyncForcePowers();
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Kills the player without playing a sound
Use: KillPlayerQuietly();
? Not Used in MOTS
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? Not Used in MOTS
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Plays a Local sound that Emits from a thing.
Use: PlaySoundThingLocal(wav,GetSenderRef(),flex_vol,dist,dist,flag);
? Not Used in MOTS
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Plays a Voice Locally :-)
Use: PlayVoiceLocal(wav,flex,flex,flags);
? Not Used in MOTS
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Plays a Voice(wav) from the sender.
Use: PlayVoiceThing(wav,GetSenderRef(),flex,flex,flex,flex);
? NotUsed in MOTS
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Sets an action to a cog in Flags
Use: SetActionCog(cog,flags);
? Not Used in MOTS
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Used to Zoom in
Use: SetCameraZoom(flex,flex_magnification,flex);
Sets the Flags of a cog.
Use: SetCogFlags(cog,flags);
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Pitches a thing to a certain angle.
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Sets the Pitch, Yaw and Roll of looking views.
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Sets the Maximum Speed the Player can go on an angle?
Use: SetThingMaxAngularVelocity(player,flex_speed);
Sets the Maximum Pitch the Player may tilt his head.
Use: MaxPitch = SetThingMaxHeadPitch(player,flex_pitch);
Sets the Maximum Speed something may travel.
Use: SetThingMaxVelocity(thing,Flex_speed);
Sets the Minimum Pitch the Player may tilt his head.
Use: MinPitch = SetThingMinHeadPitch(player,flex_pitch);
Used in RailSeeker.cog.....
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Sets a thing (actor) to move towards another thing. Example: Carbonite Statues.
Use: SetThingPosEx(GetSenderRef(),thing,thing);
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Sets a target for a weapon, such as the seeking rail detonator.
Use: SetWeaponTarget(param,param,flex_unknown);
? Not Used in MOTS
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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.
Wakes the player up after a cutscene?
Use: Wakeup();