| Blockland Forums > Modification Help |
| Event: onPlayerFirstSpawn not working |
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| Mordius:
I'm attempting to expose a new event: onPlayerFirstSpawn. Although I'm a professional programmer, I have no prior experience with TorqueScript. To get started I read some tutorials on TorqueScript and looked through pre-existing events to see what I could find. I then copy/pasted some stuff together in the hopes that I could get it to magically work, but I'm not having much luck. Here's what I've got so far: --- Code: ---registerInputEvent(fxDTSBrick,onPlayerFirstSpawn,"Self fxDTSBrick" TAB "Player Player" TAB "Client GameConnection" TAB "MiniGame Minigame"); package onPlayerFirstSpawn { function GameConnection::onClientEnterGame(%client) { parent::onClientEnterGame(%client); $InputTarget_["Client"] = %client; %brick.processInputEvent(onPlayerFirstSpawn,%client); } };activatePackage(onPlayerFirstSpawn); --- End code --- However, like I said before, this isn't working. What am I doing wrong and how can I fix it? |
| xXBeibsFan119Xx:
Wow, standards must be pretty low in the industry. %brick is undefined. |
| Lugnut:
wouldn't you have to like loop through every brick to get this to work? you have to tell it which brick to process on |
| xXBeibsFan119Xx:
--- Quote from: Lugnut1206 on May 05, 2012, 04:58:21 PM ---wouldn't you have to like loop through every brick to get this to work? --- End quote --- Nope. Just hook in to the addEvent/removeEvent or whatever methods, check if it's the event, and add the brick to a list, which the method above would loop through. |
| Mordius:
Hey BeibsFan, thanks for the "compliment". TorqueScript is pretty unfamiliar to me and I've actually never done anything remotely like it, so could you explain a little more? I guess you could call me a "noob". |
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