Re: Shootable Switches


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Posted by Antony Espindola on July 30, 1998 at 05:10:14:

In Reply to: Shootable Switches posted by FantomJedi on July 29, 1998 at 13:15:30:

It's quite easy to do!
You need to let the COG know that you want the "damaged" message
instead of the "activated" message, so this is done by using the line:


message damaged

instead of "message activated" in the symbols section of the COG.

The next thing you need to do it set a mask for the surface that
acts as the switch - if you don't add this, it won't work!


surface button mask=0x408

I'm not familiar with that particular COG, but you get the idea of
what you need to change!
I always leave the "activated" message in there as well, so that you
can either press or shoot the switch. Just double up the labels
like this:

message activated
message damaged
[...]
activated:
damaged:
# code in here...

Obviously if the switch is out of reach (like on a ceiling)
then it doesn't really matter if you have this in or not,
but when you debug or test your level, you can use the "freebird"
cheat to fly to the switch and press it rather than keep
trying to shoot it.




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