Author Topic: onRapidActivate EVENT!  (Read 6115 times)

Input event to be triggered when both hands are activating.

Testers: Jetz

« Last Edit: January 19, 2011, 04:41:17 AM by howtoshotbillwetellyou »

Won't work.

You have a lot to learn.

Won't work.

You have a lot to learn.
Seems to work fine. You sure about that?

Won't work.

You have a lot to learn.

Thanks for the informative post B)

Won't work.

You have a lot to learn.

it does work, perfectly at that, don't listen to kalphiter.


Ohh, so it activates when you start flailing your arms?

Cool.

Won't work.

You have a lot to learn.
I looked at the code, and tested it on my server and it works nicely. Only problems I can see is this poorly written line:
Code: [Select]
parent::activateStuff(%a);
%player = %a;
and this:
Code: [Select]
%raycast = containerRayCast(%eyePoint,%RangeEnd,$TypeMasks::FxBrickAlwaysObjectType | $TypeMasks::FxBrickObjectType, %player);
if(isObject(%rayCast))
{
%brick = %raycast;
containerRaycast returns a set of details about the raycast results - not the object that it found. You need to use firstWord(%raycast) to find the object. The strange thing is it seems to work, so obviously torque takes the first word of a string as the object when handling strings being used as object IDs. It's possible that this could still break in cases, so you should fix it.

If the code was fixed up more, this could actually be useful, think of it like this, you're making a scene where someone is trying to sabotage a bunch of machines and computers, you could have it so while activating buttons, they make beeping noises, but when the player's arms start flailing while continuously pressing buttons, you can event it so that there's sparks flying out and they start making explodey noises :D

I looked at the code, and tested it on my server and it works nicely. Only problems I can see is this poorly written line:
Code: [Select]
parent::activateStuff(%a);
%player = %a;
and this:
Code: [Select]
%raycast = containerRayCast(%eyePoint,%RangeEnd,$TypeMasks::FxBrickAlwaysObjectType | $TypeMasks::FxBrickObjectType, %player);
if(isObject(%rayCast))
{
%brick = %raycast;
containerRaycast returns a set of details about the raycast results - not the object that it found. You need to use firstWord(%raycast) to find the object. The strange thing is it seems to work, so obviously torque takes the first word of a string as the object when handling strings being used as object IDs. It's possible that this could still break in cases, so you should fix it.

fixed.

Well if you think about it this is probaly hard to script this.

Well if you think about it this is probaly hard to script this.

 About as hard as using spellcheck or spelling "probably" correctly.

 It's somewhat useful, though I expected something triggered by rapid fire.

Input Event - onRapidActivate (v1)
*clickclickclickclickclickclick* ACTIVATE!

Description
Input event to be triggered when both hands are activating.

Testers: Jetz





Installation
Put Event_onRapidActivate.zip into the Add-Ons folder in your Blockland folder.

Download
Event_onRapidActivate.zip


Click Here to view this file on the RTB Downloads System
The OP is Curse, we need him rebanned.

The OP is Curse, we need him rebanned.
How do you know all this stuff?

Kalphiter, why do you care so much?