Cool Pog Tricks
- GrandpaTrout
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- King of Space
19 years 1 month ago #13700
by GrandpaTrout
Replied by GrandpaTrout on topic Cool Pog Tricks
No. Those scripts were never released. You can work out a fair amount of the logic by looking at the lower levels calls and examining the behavior. If there are specifics of behavior you would like to talk about, feel free to start a new thread and we will do our best to fill in.
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19 years 1 month ago #13701
by Digited
Replied by Digited on topic Cool Pog Tricks
I see, thx. So, that's my destiny to write everything from blank list.
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- GrandpaTrout
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19 years 1 month ago #13702
by GrandpaTrout
Replied by GrandpaTrout on topic Cool Pog Tricks
There has been a huge amount of code already written that could help you out. Feel free to post your ideas and ask. Lot's of friendly people about.
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19 years 4 weeks ago #13910
by Joco
Replied by Joco on topic Cool Pog Tricks
Groups and what unique REALLY means
I thought I would share this in case someone else gets bitten by it.
In the POG help file on groups it says
"Groups are primarily an unordered collection of unique hsims sequentially stored in an array structure ..."
I have highlighted the key phrase. The handles must be unique. So you might thing (as I did) that this means unique within a group. So therefore I can have a sim handle in multiple groups. WRONG!
I have tested this and a sim handle must be unique across ALL groups.
See the log from my little proof:
SCRIPT: [unknown] <
Proof 2 START
>
SCRIPT: [unknown] t1 grp sim count = 0
SCRIPT: [unknown] t2 grp sim count = 0
SCRIPT: [unknown] <
add sim to t1
>
SCRIPT: [unknown] t1 grp sim count = 1
SCRIPT: [unknown] t2 grp sim count = 0
SCRIPT: [unknown] <
add same sim to t2
>
SCRIPT: [unknown] t1 grp sim count = 0
SCRIPT: [unknown] t2 grp sim count = 1
SCRIPT: [unknown] <
Proof 2 END
>
I thought I would share this in case someone else gets bitten by it.
In the POG help file on groups it says
"Groups are primarily an unordered collection of unique hsims sequentially stored in an array structure ..."
I have highlighted the key phrase. The handles must be unique. So you might thing (as I did) that this means unique within a group. So therefore I can have a sim handle in multiple groups. WRONG!
I have tested this and a sim handle must be unique across ALL groups.
See the log from my little proof:
SCRIPT: [unknown] <
Proof 2 START
>
SCRIPT: [unknown] t1 grp sim count = 0
SCRIPT: [unknown] t2 grp sim count = 0
SCRIPT: [unknown] <
add sim to t1
>
SCRIPT: [unknown] t1 grp sim count = 1
SCRIPT: [unknown] t2 grp sim count = 0
SCRIPT: [unknown] <
add same sim to t2
>
SCRIPT: [unknown] t1 grp sim count = 0
SCRIPT: [unknown] t2 grp sim count = 1
SCRIPT: [unknown] <
Proof 2 END
>
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- GrandpaTrout
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18 years 7 months ago #15035
by GrandpaTrout
Replied by GrandpaTrout on topic Cool Pog Tricks
Object.AddIntProperty will overwrite an existing property of the same name. So you can use this to initialize or set a property value. Which is very handy.
Something I had never gotten around to testing before.
Something I had never gotten around to testing before.
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