Yes, assign the action...the collision one, to a object you plan on being the trigger....
*it must not be passable.
*it only works if the object*(player) that impacts it is moving under the influence of c_move and is ALSO not passable.

in the script I posted earlier....
I did forget a terminator,statement end-er thing(semicolon)....";" after my var declaration.
The code works here....although I put it all inside the main function and ditched the external function.

Espér's method is much cleaner, witha small change.

Code:
function level_event(STRING* levelname)
{
        str_cpy(levelname,my.string1);]//now you can set it in med
	str_cat(levelname, ".wmb");
	level_load(levelname);
	wait(3);
	str_cmp(levelname, "");
}
action colider()
{
	my.emask |= ENABLE_IMPACT;
	my.event = impact_event;
	set(my,POLYGON);
}



function main()
{
	...
	level_event("Leveldatei");  // call level without "*.wmb" ending
	...
}



I have not tested it. I thought my way to be more logical to a beginner standpoint...using simple if this then that or else do this.....syntax...it is long winded, but simple.

Last edited by Nowherebrain; 08/06/09 18:37.

Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/