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ForumsCog Forum → Activating things
Activating things
2007-06-01, 4:01 PM #1
I'm trying to create re-pickup-able sequencer charges, but it seems that the activated message I've put into their class cog is never called. Are there certain prerequisites a thing has to meet to react to the nudging of a player?
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2007-06-01, 4:20 PM #2
Yeah, they have to collide. IIRC, ghost things dont send touched messages.
And when the moment is right, I'm gonna fly a kite.
2007-06-02, 5:08 AM #3
Well, they are set to collide=1...should be ok, no? Or do they need face-colliding? I'll check it out.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

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