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View Full Version : Activating trap cog



JLAW
01-08-2001, 05:52 PM
I am bad with the calling of cogs...but not terrible.

I want to make a trap cog to activate only under specific occurence. (The cog is a server/client cog and at present activated by a wall switch)

I would like this trap to be triggered when a specific ghost thing enters a specific sector. The ghost thing is a ship controlled by another cog to move to certain frame points. It would be even better if i could get the trapcog to be triggered by the thing arriving at a specific frame. Thanks for reading/responding.

Sylvicolus
01-10-2001, 09:36 AM
I'm just starting to learn how to use COGs but my guess is that you have the COG move the ship thing to the frame# then it should send an "arrived" message to your COG, so the the trap script would be placed after "arrived:". You might need to check on which thing sent the arrived message if you have more than one thing in your cog script. I don't think you'll need a sector or surface crossed message that way, since you are moving the ship via the COG.

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If I have ever made any valuable discoveries, it has been owing more to
patient observation than to any other reason. -Isaac Newton

JLAW
01-10-2001, 06:30 PM
Ah yes arrived! Thanks I'll see what i can do with that.