| Scripts.dll???? [message #109092] | 
			Fri, 20 August 2004 19:42   | 
		 
		
			
				
				
				
					
						  
						thinlan
						 Messages: 25 Registered: July 2003 
						
	Karma: 0
 
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		well, here i am again, how can i "detect" when a certain thing is blown up, such as a PT?
		
		
		
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			| Scripts.dll???? [message #109145] | 
			Sat, 21 August 2004 08:33    | 
		 
		
			
				
				
				
					
						  
						thinlan
						 Messages: 25 Registered: July 2003 
						
	Karma: 0
 
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		i really dont care, im asking for help, i know ssaow fixes this bug but i just want to know....
		
		
		
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			| Scripts.dll???? [message #109155] | 
			Sat, 21 August 2004 09:42   | 
		 
		
			
				
				
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						xptek
						 Messages: 1410 Registered: August 2004  Location: USSA
						
	Karma: 0
 
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					General (1 Star)  | 
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		void M00_PCT_Pokable_DAK::Damaged(GameObject *obj, GameObject *damager, float damage) { 
	Commands->Set_Health(obj,Commands->Get_Max_Health(obj)); 
	Commands->Set_Shield_Strength(obj,Commands->Get_Max_Shield_Strength(obj)); 
} 
 
void M00_PCT_Pokable_DAK::Killed(GameObject *obj, GameObject *shooter) { 
	//Just in case.. 
	Commands->Create_Object(Commands->Get_Preset_Name(obj),Commands->Get_Position(obj)); 
} 
 
void M00_PCT_Pokable_DAK::Poked(GameObject *obj, GameObject *poker) { 
	if (strstr(Commands->Get_Preset_Name(obj),"gdi")) Commands->Display_GDI_Player_Terminal(); 
	else if (strstr(Commands->Get_Preset_Name(obj),"nod")) Commands->Display_NOD_Player_Terminal(); 
}
		
		
  cause = time
		
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