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ForumsCog Forum → Initiating a new puppet file
Initiating a new puppet file
2001-06-03, 8:51 AM #1
Hi,

I've created new keys and a puppet file to go with them, and now I don't know how to get the game to set it correctly.
Okay, all the keys are fine, I know that;
I've placed a correct ParseArg message in the weapon cog (One in the "timer," one in "selected" message, and a ParseArg to set it back to ky.pup in the deselected message.)

It works fine for the user in game, but in MP, if someone else uses the weapon, they don't appear to be using the new .pup file from anyone elses point-of-view....So YOU can see yourself with the new keys, but no one else can.

Any ideas?

Thanks alot,
-TIE
2001-06-03, 9:05 AM #2
that's because parsearg is a local verb, so you'll need to use sendtrigger, then in the trigger: message, parsearg the sender.. or something like that.. I'm interested in seeing how well it works, because I'll be using it soon, just too lazy to implement it yet [http://forums.massassi.net/html/smile.gif]
2001-06-04, 12:10 PM #3
Well, I've been trying for two days to do what you said, but I just don't know enough about cog to understand it exactly.

Now...what do I put where-now-who...?

Thanks for your patience...
-TIE
2001-06-05, 11:36 AM #4
sendtrigger u can probably figure it out by looking it up in the jkspecs. but u use sendtrigger when u want it to be sent the u have a trigger message that contains the stuff about your parsearg. i think that would work. just look it up in jkspecs i don't want have to explain it all mainly because i have only used it once or twice and am not an expert
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-06-05, 2:36 PM #5
No worries, I (the supposed non-cogger) figured it out and it all works fine!

Thanks!
-TIE

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