This event is triggered when the entity receives a skill sent by send_skill.

Code:
...
// on server/host
pEnt.HideMe = 1;
// send skill to client that created this ent and make invisible there only
send_skill(pEnt.HideMe,0); 
pEnt.HideMe = 0;
...

function receive_event()
{
  if (event_type == EVENT_RECEIVE)
 	{
            // hide me ?
            if(my.HideMe == 1)
            {
                my.HideMe = 0;
                set(my,INVISIBLE);
            }
            if(my.MakeMeGlow == 1)
            {
                my.MakeMeGlow = 0;
                Glow(my);
            }
 	}
} 

function LocalAction()
{
  // set local events
  my.ENABLE_RECEIVE = ON; // sensible for this event
  my.emask |= ENABLE_RECEIVE;
  my.event = receive_event;
}

action actPlayer()
{
  proc_client(my,LocalAction);  // set events to happen on client

  ...
  // Host action
  my.ENABLE_RECEIVE = ON; // sensible for this event
  my.emask |= ENABLE_RECEIVE;
  my.event = receive_event;
  ...
} 	


It doesn't really receive anything, it just lets you know that this entity just received a skill update by the send_skill() command. You will have to figure out which skill was sent like above. I am sure it might have it's uses, but I can't think of many. Maybe useful for sending a skill to only one client and starting a local effect on that client only through EVENT instead of a while(1)-wait(1) loop on the client, something like that, but not very useful really that I can see.

Loco


Professional A8.30
Spoils of War - East Coast Games