View Full Version : changing puppets with ParseArg
zagibu
10-04-2000, 08:09 AM
this only works 2-3 times for me, then the latest changement remains...is there an other way to change a puppet file?
Fernando_the_Hunn
10-04-2000, 03:03 PM
if it doesnt have to have other cogs reference it, just have a bunch of templates that are exactly the same and create the new one you need and destroy the old one... and could even have the thing number stored in a bin so other cogs could get it like that... not for player, however...
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There are no evil coggers, only evil cogs...
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zagibu
10-04-2000, 03:18 PM
unfortunately, it is for players...
zagibu
10-05-2000, 01:21 PM
other suggestions?
Hideki
10-05-2000, 03:29 PM
None I believe, think of a way so you don't have to rotate puppets alot, some compromising to your idea is sometime needed.
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http://millennium.massassi.net/ - Millennium
SDA_Lakuti
10-05-2000, 06:53 PM
try something like this:
symbols
message startup
model newguy=NewPlayer.3do local
#============================================
code
startup:
if (GetThingModel(player) ==newguy)
ParseArg(player, "puppet=newpup.pup");
that help?
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SDÅ_Lªkútí
zagibu
10-06-2000, 07:38 AM
no, this does not work. My problem is not the cog, but the fact, that you can't change the puppet files more than three times...anyway, thanks...
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