I remember that GBK was talking a while ago about finding how many adjoins were in view.
Well, I have figured out a way to do this.
Take your normal weapon cog (bryar, bowcaster...) and alter the code to check for this.
I know you are probably thinking "Dude this guy's stupid, there is no checking for a surface you havn't declared." Well I know that. Have this cog not check for surfaces, but rather what sector the weapon is in, when the number changes that means the weapon crossed an adjoin.
by having the weapon move slowly and having a fast pulse with the code
sector0 is originally declared right after the shot is fired.
Theoretically this should work, but I han't tested it yet. If someone else uses this method I would like to be included in the credits for the idea![http://forums.massassi.net/html/wink.gif [http://forums.massassi.net/html/wink.gif]](http://forums.massassi.net/html/wink.gif)
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Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Well, I have figured out a way to do this.
Take your normal weapon cog (bryar, bowcaster...) and alter the code to check for this.
I know you are probably thinking "Dude this guy's stupid, there is no checking for a surface you havn't declared." Well I know that. Have this cog not check for surfaces, but rather what sector the weapon is in, when the number changes that means the weapon crossed an adjoin.
by having the weapon move slowly and having a fast pulse with the code
Code:
pulse: sector1=GetThingSector(shot); if(sector0==sector1) return; else { count=count+1; printint(count); } sector0=sector1;
sector0 is originally declared right after the shot is fired.
Theoretically this should work, but I han't tested it yet. If someone else uses this method I would like to be included in the credits for the idea
![http://forums.massassi.net/html/wink.gif [http://forums.massassi.net/html/wink.gif]](http://forums.massassi.net/html/wink.gif)
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Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Jack: "Why not!"