Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsCog Forum → touched:...........
touched:...........
2002-01-27, 8:47 PM #1
My thing touches a wall, and the touched: message isn't called by it's attached cog, but it gets called when the thing hits a another thing. I think there was something special you had to do, but I can't remember. [http://forums.massassi.net/html/frown.gif]
-Hell Raiser
2002-01-28, 4:16 AM #2
Quote:
<font face="Verdana, Arial" size="2">The touched message is called in an object's cog when a thing touches it. It is not called in the toucher's cog - only in the touchee's cog.

Sender: The thing that was touched.
Source: The thing that touched it.
</font>


What I had to do to get around that was create a weapon and attach it to the thing. Then when the thing hit a wall, the weapon was destroyed and the removed message of the weapon would send a message back to my main cog. Adding 0x8 flags to the attachment wouldn't letting the weapon hit the wall, so I had to use plain 0x4 Attach Flags.

[This message has been edited by SaberMaster (edited January 28, 2002).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-01-28, 12:17 PM #3
Hey! That'll work great! [http://forums.massassi.net/html/biggrin.gif]

Would attaching fubar up the position of the "touched: projectile" if the Main Projectile was able to move around? I'd like to avoid using a pulse to get the "touched: projectile" to stay infront of the Main Projectiles lookvector. (I still thank you very much for those vector explanations you gave me a ways back [http://forums.massassi.net/html/smile.gif])
-Hell Raiser

↑ Up to the top!