Yeah I think you are right. I could do a send message with a parameter from the origin script. Receive the message on the mob and store the data in a variable. Then from the origin script we could do a send message that returns the value of the stored variable. Yeah. I think it should work. On Sat, Jun 12, 2010 at 2:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Oh hey, tell me if you disagree Kent but i dont think we need a set > properties thing for mobs because mobs can already store data and you can > get and set it using the send message functionality. > > im upgrading send message to accept a string as a value, and also upgrading > it to allow it to return a string (both used to only allow numbers). > > i think that and the sound thing ought to do it right? > > > On Fri, Jun 11, 2010 at 1:08 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> Yeah totally understandable. >> >> >> On Fri, Jun 11, 2010 at 12:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> Ok. >>> >>> I ask because one big mistake i made a ton in the past on game projects >>> (like megaman and before) was that i would implement a lot of stuff that i >>> thought we might need, instead of making stuff that we know for sure we >>> actually need. >>> >>> i would always get stuck in making features that weren't actually needed, >>> and never focused on the tasks and hand and what we needed to solve them. >>> >>> Like i think... >>> >>> Wrong mind set: What features might we need to make this game? >>> Right mind set: What features do we need right now to solve the immediate >>> issues? >>> >>> So sending messages as strings - immediately useful, i shall do it. >>> Setting the volume or turning off the sound - immediately useful, but >>> also we will for sure need volume at some point so might as well do it now. >>> Mobs having properties like models - i dont know if this is immediately >>> needed but it sounds like you would start using it right now if i put it in >>> so sounds ok, i can put this in. >>> mob properties affecting the models - this is just something we might >>> need in the future but dont currently have a use for so i think we should >>> wait on it :P >>> >>> Sound ok? >>> >>> >>> On Fri, Jun 11, 2010 at 12:36 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> I could see it being useful for a mob that is made up for multiple >>>> models. I have no current plans of doing this so it may not matter yet but >>>> I >>>> could see if being helpful. >>>> >>>> For example maybe we want to have a giant boss where you can stand on >>>> his arms (so they may be seperate models) then you could just set the mob >>>> property that would affect his arms as well. >>>> >>>> Nothing like this is needed immediately but it could be something for >>>> the future >>>> >>>> >>>> On Fri, Jun 11, 2010 at 11:09 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> sending messages as strings sounds good, i'll get that working. >>>>> >>>>> being able to set the volume for audio (0 = off), you bet. >>>>> >>>>> mobs having properties like models sure. >>>>> >>>>> mob properties affecting the models - do you have an example of a time >>>>> where you would want to use this? >>>>> >>>>> >>>>> On Thu, Jun 10, 2010 at 9:59 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>>>> >>>>>> Can I get an option or command line parameter to turn off audio? >>>>>> Sometimes I like to listen to music when working on the game. It would be >>>>>> nice to be able to just turn all the sound off. >>>>>> >>>>>> I think Mob's should be able to have properties like models. These mob >>>>>> properties should be able to be accessed like model properties. I think >>>>>> this >>>>>> would be very helpful for things like getting the nick name of the mob, >>>>>> which would be helpful for trying to clear the variable. It could also be >>>>>> helpful because of setting the model of the mob to enemy you could set >>>>>> the >>>>>> enemy itself. I could see many more application as well. If I remember >>>>>> right >>>>>> you were saying mobs contain models so I think the mobs should also >>>>>> contain >>>>>> properties that affect all of its models. >>>>>> >>>>> >>>>> >>>> >>> >> >