I've had an idea that is so simple that half of you have probably already thought of it :p
Many people are using key trapping lines in their cogs these days, but all of that code can get tedious (sp).
I suggest that we write a cog that finds out when a key is pressed (really easy in MOTS, but in JK you have to check player movement) and when a key is pressed/held, this cog sends a trigger out on the local computer to all cogs. Then, when an editor wants to use key trapping, he'll include this cog and check for the trigger/message.
This could also allow for multiple cogs to "capture" a thing. Have a global cog capture it, then send triggers/messages whenever they are recieved. I've never really had a problem with this before, but it would make key trapping a simpler process.
Many people are using key trapping lines in their cogs these days, but all of that code can get tedious (sp).
I suggest that we write a cog that finds out when a key is pressed (really easy in MOTS, but in JK you have to check player movement) and when a key is pressed/held, this cog sends a trigger out on the local computer to all cogs. Then, when an editor wants to use key trapping, he'll include this cog and check for the trigger/message.
This could also allow for multiple cogs to "capture" a thing. Have a global cog capture it, then send triggers/messages whenever they are recieved. I've never really had a problem with this before, but it would make key trapping a simpler process.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
Jack: "Why not!"