Twinny, stop trying to convince me to use a different method. catchEvent() is one function needed to do what I want, I don't like using a system that requires a TStaticVar or something clientside to contain a list of objects so I can trigger events on them.
And Twinny, Efficiency and Hard-Coding
do go together, and since the GuiControls are hard-coded I have to say that their support of the catchEvent() is also, that same functionality should be extended to dynamic functions.
Quote:
Originally Posted by coreys
Perhaps he meant that maybe someone other than Stefan, such as a GST should be able to edit it?
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Thats
exactly what I meant, Skyld being the one I would choose obviously.
My World system organizes levels based on their name prefix and stores information such as if they're interior or exterior levels, the time offset, how the weather should work for them if they're outside, what music to play while in the levels, and also the default lighting (seteffect()). This function is called onPlayerEnters() and will trigger onWorldCheck() each time and onWorldChange() when there is a difference.
I want to be able to do a simple
this.catchEvent(System, "onWorldChange", "onWorldChange"); to allow my script to detect that for whatever purpose rather than making some fancy-pants system for it which I don't even like.