I made two cogs. A server cog which sends out a trigger, then a local working client cog.
I have a crank 3do which has a lever and a wheel. I have an animation where the crank pulls down and the wheel spins.
The idea is, the user walks up to an elevator, activates the crank, the crank plays the animation, then goes up right before the animation finishes (don't worry about that, the timing is right). The elevator goes up, halts for a sec, then goes back down. This was all probably obvious, but I don't wanna leave ya without details.
The problem here? Well I activate the crank once, it works PERFECT walla. I was like holy crap that's sweet. Well I keep doin it. The fifth time I do it, the animation doesn't work. The crank doesn't play the animation. EVERYTHING ELSE WORKS.... confusing.
Here's the two cogs:
Cog two:
I'm sooo confused, hopefully someone who is smarter than I can find the problem.
[This message has been edited by Sabre_Wulf (edited February 06, 2003).]
I have a crank 3do which has a lever and a wheel. I have an animation where the crank pulls down and the wheel spins.
The idea is, the user walks up to an elevator, activates the crank, the crank plays the animation, then goes up right before the animation finishes (don't worry about that, the timing is right). The elevator goes up, halts for a sec, then goes back down. This was all probably obvious, but I don't wanna leave ya without details.
The problem here? Well I activate the crank once, it works PERFECT walla. I was like holy crap that's sweet. Well I keep doin it. The fifth time I do it, the animation doesn't work. The crank doesn't play the animation. EVERYTHING ELSE WORKS.... confusing.
Here's the two cogs:
Code:
# Crank & Elevator Controller - WuLf symbols thing crank thing player local sound DoneSound flex Activateable local message startup message activated message timer end code startup: Activateable = 1; Return; activated: player=GetLocalPlayerThing(); if(Activateable == 1) { SendTrigger(-1, 666, player, 0, 0, 0); SetTimer(6); Activateable = -1; } Return; timer: PlaySoundThing(DoneSound, crank, 0.9, 1, 6, 0x80); Activateable = 1; Return; end
Cog two:
Code:
# Crank & Elevator Client - WuLf flags=0x240 symbols keyframe CrankStart thing Crank thing Elevator sound CrankSound flex Speed message trigger message timer end code trigger: if(GetSourceRef() == 666) { PlayKey(Crank, CrankStart, 1, 0x4); PlaySoundThing(CrankSound, Crank, 0.9, 1, 6, 0x80); SetTimerEx(1.0, 1, 0, 0); } Return; timer: if(GetSenderID() == 1) { MoveToFrame(Elevator, 1, Speed); SetTimerEx(4.0, 2, 0, 0); Return; } if(GetSenderID() == 2) { MoveToFrame(Elevator, 0, Speed); } Return; end
I'm sooo confused, hopefully someone who is smarter than I can find the problem.
[This message has been edited by Sabre_Wulf (edited February 06, 2003).]