Re: CaptureThing()


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Posted by CogKing on February 04, 1998 at 19:11:06:

In Reply to: CaptureThing() posted by Raptor [JiB] on February 04, 1998 at 18:01:45:

> If I put this in a cog, does it mean that all messges such as damaged and killed refer to that thing? Is releasething() the opposite of this? Is the player the default thing that the messages refer to if there is no CaptureThing included? Thanks

No, it means that you are ALSO going to receive the messages for the
captured thing, ON TOP of the messages for all the things/surfaces/sectors
that you defined in your script's symbols and that are neither local nor nolink.
Yes, ReleaseThing() is the reverse. Note that when you use CaptureThing()
you steal the messages from the previous cog that captured the thing !
Except for the class cogs (i.e. the cog that is defined in the thing's template
with cog=xyz.cog) that seem to always receive the messages for their thing
even if they have been captured (yes in that case BOTH cogs receive the
messages).

-CogKing


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