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