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trigger and PE #22590
01/30/04 09:21
01/30/04 09:21
Joined: Nov 2003
Posts: 19
iprogramgames Offline OP
Newbie
iprogramgames  Offline OP
Newbie

Joined: Nov 2003
Posts: 19
I have no problem getting a trigger to work with non PE entities. But with PE entities it simply doesn't work. I have tried impact and that works. Has anyone else had this problem.


Newbie... yeah, right.
Re: trigger and PE [Re: iprogramgames] #22591
01/30/04 11:40
01/30/04 11:40
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Posts: 5,377
USofA
To my knowledge, Trigger (and a few other functions) simply don't work on entities registered with the PE.
Don't know if Conitec plans to change this or not.

Re: trigger and PE [Re: fastlane69] #22592
01/30/04 12:08
01/30/04 12:08
Joined: Nov 2003
Posts: 19
iprogramgames Offline OP
Newbie
iprogramgames  Offline OP
Newbie

Joined: Nov 2003
Posts: 19
Thanks, I thought that may have been the case.


Newbie... yeah, right.
Re: trigger and PE [Re: iprogramgames] #22593
02/01/04 01:13
02/01/04 01:13
Joined: Aug 2002
Posts: 60
Dallas, TX
ptmontgomery Offline
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ptmontgomery  Offline
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Joined: Aug 2002
Posts: 60
Dallas, TX
Use the Set_Friction functions and its associated functions to trigger with


Gamestudio development team since 1999!
Re: trigger and PE [Re: ptmontgomery] #22594
02/01/04 03:58
02/01/04 03:58
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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Posts: 5,377
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set_friction?

Are you talking about phent_setfriction from the PE? I don't see how this triggers anything. And enable_friction doesn't work with the PE.

Re: trigger and PE [Re: ptmontgomery] #22595
02/02/04 18:06
02/02/04 18:06
Joined: Nov 2003
Posts: 19
iprogramgames Offline OP
Newbie
iprogramgames  Offline OP
Newbie

Joined: Nov 2003
Posts: 19
You have a coding example? It would help


Newbie... yeah, right.
Re: trigger and PE [Re: iprogramgames] #22596
02/02/04 23:49
02/02/04 23:49
Joined: Aug 2002
Posts: 60
Dallas, TX
ptmontgomery Offline
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ptmontgomery  Offline
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Posts: 60
Dallas, TX
Yes. I was at a public kiosk when I responded - phent_setfriction does work. After its activated you can then use EVENT_friction for triggers. This is almost impossible to figure out from the manual - unless you read and memorize everything. If it hadn't been for a clue from Doug, I never would have found it.



Gamestudio development team since 1999!
Re: trigger and PE [Re: ptmontgomery] #22597
02/03/04 05:12
02/03/04 05:12
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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Posts: 5,377
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I remember some time back on a post about event_friction and i *thought* that enable.friction and thus the event_friction event where only activated with ent_move.
I was almost positive that EVENTS and the PE were incompatible....


Re: trigger and PE [Re: fastlane69] #22598
02/03/04 07:24
02/03/04 07:24
Joined: Aug 2002
Posts: 60
Dallas, TX
ptmontgomery Offline
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ptmontgomery  Offline
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Joined: Aug 2002
Posts: 60
Dallas, TX
The short answer is: So did I. Then I sent an email to Doug begging for his suggestions - and he pointed me to these functions. It seems that there is more integration with the PE than earlier designed. The info IS in the manual - if you just take the time to read EVERY function!



Gamestudio development team since 1999!
Re: trigger and PE [Re: ptmontgomery] #22599
02/03/04 07:37
02/03/04 07:37
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Joined: Mar 2003
Posts: 5,377
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MOther Poccer!!!!! I HAVE read every function and this is to my knowledge, the ONLY physics-based event.
Can anyone verify this?

OMFG, this is an incredible!! I had all but given up being able to account for and read the NORMAL FORCE, but this is it.

Still not a believer, gonna go check it out and see if it flys as well as it says, but this promises to be VERY useful!


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