Hi!
I have a COG here for JK MP, and when I hit one light, all lights with this COG do the same.
Please help me to do so that if I hit one light, only that one will move.
/Edward
I have a COG here for JK MP, and when I hit one light, all lights with this COG do the same.
Code:
# Bump Light # # By Edward and help from DSLS_DeathSythe #=============== flags=0x240 symbols #--------------- message activated message damaged message trigger message timer thing light mask=0x408 thing x keyframe bump int is_busy=0 local int bump_trig=1 local #--------------- end #=============== code #--------------- startup: //-Clear the IS_BUSY... is_busy = 0; ThingLight(light, 0, 0.01); return; #--------------- activated: //-Check to see if the cog is busy... if(is_busy == 1) return; //-Make sure it was the light... if(GetSenderRef() != light) return; SendTrigger(-1, bump_trig, 0, 0, 0, 0); return; #--------------- damaged: //-Check to see if the cog is busy... if(is_busy == 1) return; //-Make sure it was the light... if(GetSenderRef() != light) return; SendTrigger(-1, bump_trig, 0, 0, 0, 0); return; #--------------- trigger: //-Make sure that its the right trigger... if(GetSourceRef() != bump_trig) return; //-Check to see if the cog is busy... if(is_busy == 1) return; //-Make the cog busy and set a timer that is as //-long as the bump keyframe... is_busy = 1; SetTimerEx(GetKeyLen(bump), 1, 0, 0); //-Play key and turn the light on... PlayKey(light, bump, 1, 0x2); ThingLight(x, 1, 0.9); SetTimerEx(1.0, 2, 0, 0); return; #--------------- timer: //-Clear the IS_BUSY... if(GetSenderID() == 1) { is_busy = 0; return; } //-Turn light off... else if(GetSenderID() == 2) ThingLight(x, 0, 1.1); return; #=============== end
Please help me to do so that if I hit one light, only that one will move.
/Edward