... ![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
This damn thing has been giving me fits...to say the least...
Anyway, I can use this condition like so, right?
if(GetThingSector(enemy0)==trigger2)
{
SetThingCaptureCog(door, doorkey);
}
And then in the doorkey cog itself, I'd have to check whether that condition had been met, right? If that's the case, would I use GetThingCaptureCog();?
[By the by, I'm making use of the 00_doorkey.cog, in this instance.]
Oh, and if you don't the have the slightest idea of what I'm talking about, just refer to my post from a few days ago.![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
This damn thing has been giving me fits...to say the least...
Anyway, I can use this condition like so, right?
if(GetThingSector(enemy0)==trigger2)
{
SetThingCaptureCog(door, doorkey);
}
And then in the doorkey cog itself, I'd have to check whether that condition had been met, right? If that's the case, would I use GetThingCaptureCog();?
[By the by, I'm making use of the 00_doorkey.cog, in this instance.]
Oh, and if you don't the have the slightest idea of what I'm talking about, just refer to my post from a few days ago.
![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
Massassi, delivering a million smiles a day. Well...almost. ;-)