Author Topic: can this code be used in blockland's current engine?  (Read 881 times)

basically i want to know this because on TGE 1.2 (i think its on 1.2) you can use the following code:

Code: [Select]
%obj.setImageGenericTrigger(%slot, 1, true);  
Code: [Select]
stateTransitionGeneric1In[1]     = "XXX";  
it would be pretty cool to make your own custom state triggers...

source:
http://docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Advanced/ShapeBaseImageData.html#Special_State_Triggers

http://www.garagegames.com/community/forums/viewthread/136384 (comment#7)
« Last Edit: November 30, 2014, 11:29:42 AM by zombekillz »

Not as far as I know. People use ammo and the corresponding state transitions to control states through scripting.
The easiest way to find out is just to test it yourself.

Not as far as I know. People use ammo and the corresponding state transitions to control states through scripting.
The easiest way to find out is just to test it yourself.

cool, thanks for the fast responce, there is a hacky way i could do that using ammo, (because my weapon already uses ammo) by saving the ammo to a different variable then doing the check then switching the ammo variable back, but id like to avoid that if i could :)

ill test that out later, i'm still in the modeling stage right now anyway, just curious.