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Passing YOU in function EFFECT
#452649
06/20/15 18:58
06/20/15 18:58
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Malice
Unregistered
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Malice
Unregistered
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The manual does not state that if function EFFECT is run from a entities action/function that the entities pointer is pass as the YOU point. This should be in the notes for function EFFECT.
Or am I just benefiting from good/bad timing as the manual state EFFECT runs at the next wait?
Is the YOU pointer passed to the particle function or is the YOU pointer vagabond at the time the particle function is running?
Thank for your time and help MAl
Last edited by Malice; 06/20/15 18:59.
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Re: Passing YOU in function EFFECT
[Re: ]
#452655
06/20/15 22:31
06/20/15 22:31
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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If effect_local was called by an entity, the particle functions can access this entity through the you pointer. This way, the particle effect can use entity parameters. I don't know why that sentence focusses on effect_local but on a single player system effect_local and effect behave identically anyway.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Passing YOU in function EFFECT
[Re: Superku]
#452657
06/20/15 22:56
06/20/15 22:56
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Malice
Unregistered
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Malice
Unregistered
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Thank you Superku I simply skipped that sentence and assumed all the information would be multiplayer specific.
Thank you again Mal
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Re: Passing YOU in function EFFECT
[Re: Superku]
#452659
06/21/15 09:03
06/21/15 09:03
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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If effect_local was called by an entity, the particle functions can access this entity through the you pointer. This way, the particle effect can use entity parameters. I don't know why that sentence focusses on effect_local but on a single player system effect_local and effect behave identically anyway. Possibly it's not true when calling effect() in multiplayer games (bad idea anyway), so this information was put to effect_local().
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