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ForumsCog Forum → There's always a simple answer
There's always a simple answer
2002-10-21, 12:43 PM #1
Why won't this work? I have concluded that this cog is the problem. So why?
Code:
symbols
thing       victim                      local

message     touched

end

# ========================================================================================

code

Touched:
   victim = GetSourceRef();
   SendTrigger(GetThingClassCog(victim), 150, victim, 0, 0, 0);
   Return;

end
I know it's gotta be simple, parsec is clean on this on. *sigh*

[edit]Its a projectile class cog.[/edit]

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited October 21, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-10-21, 1:09 PM #2
Just send like this:

SendTrigger(victim, 150, victim, 0, 0, 0);

[http://forums.massassi.net/html/confused.gif]
Team Battle.
2002-10-21, 5:15 PM #3
It has to be sent to a cog, right?

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-10-21, 5:27 PM #4
Nope... You can send it using -1 (global) or using the victoms id like that.
Team Battle.
2002-10-21, 5:31 PM #5
And I dont get why you'd want to send the victim number to the victim. You could just define the player in the other cog.

If you want to get who sent the trigger just use triggersender = GetSenderRef();
Team Battle.
2002-10-21, 5:33 PM #6
No, I ment it like you can't send it to the thing, but to it's cog. I know how a trigger works is what I'm trying to say. I guess I should post the actor's class cog trigger section.
Code:
Trigger:
   source = GetParam(0);
   If((GetSenderID() == 150) && (GetCollideType(source) == 1))
   {
      AISetClass(source, -1);
      SetThingHealth(source, 1);
      PlayMode(source, 6);
      SetCollideType(source, 3);
   }
   Return;
It acually stuns the victim, i.e. it knocks out the victim. I acually got another, more practical idea.

edit - didn't work, even though its practical to put it in the stunbolt cog, it doesn't work for all of the special cases I will have. [http://forums.massassi.net/html/frown.gif]

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited October 21, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-10-21, 5:47 PM #7
Call it a safeguard, because it is a class cog.

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-10-23, 1:17 PM #8
GBK, any ideas? I stumped on this one. [http://forums.massassi.net/html/confused.gif]

Also got another question. I have two cogs, 2 friendly actor/class cogs. Without checking model matches, is there a way to do this within the cog(s). Quick and simple would be nice, if the model check is the quickest way then fine. One of them is on IhateC3PO's thread here, 'Friendly AI'.

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited October 23, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-10-23, 6:41 PM #9
From the Datamaster..

Quote:
<font face="Verdana, Arial" size="2">
SendTrigger(dest, ID, param0, param1, param2, param3);

dest: The destination controls which computers in the game the trigger will be sent to. Read the table below for the destination values.

ID: The ID of a trigger becomes the sourceref of the trigger message.

paramX: These four parameters will become the four parameters of the trigger message.


--------------------------------------------------------------------------------

Trigger Destinations
Destination Player that receives the message:
0, 1, 2, etc. If this is MP and there's a player with this thing number, the message is sent to him. Otherwise, no one receives it.
-1, -2, -3, etc Everyone.
</font>





------------------
I used to believe that we only want what we can't have. I was wrong. The truth is, the wonderful truth is, we only want what we think we can't have.

GBK oNline. Cogs, tuts, and total w00tage.
And when the moment is right, I'm gonna fly a kite.
2002-10-24, 12:25 PM #10
Thank you GBK, I knew it was a simple answer! Does anybody have an answer to my second question?

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack

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