GetOne returns where in a list it found a match of the thing you are
looking for - or zero if it doesn't find it. So, here's what you do.
Set up your list in a beginSprite handler, but save it in a property
variable. Then, where you are doing your check, refer to this list:
property pListOfNames -- saves the list of things to look for
on beginSprite me
-- Assign this only once!
-- Brackets work just fine, no need for the "list" function
pListOfNames = ["cone01", "ROOKPLY1R", "ROOKPLY1L", "ROOKPLY2R",
"ROOKPLY2L"]
end
on exitaction me, whichmodel
where = getOne(pListOfNames, whichmodel.name)
if where > 0 then -- found it in the list
scene.model(whichmodel.name).shader.emissive = rgb(0,0,0)
cursor -1
end if
end
Irv
At 6:34 PM +0000 3/8/02, Kevin Mccarthy wrote:
>Can you explain this bit clearer please..
>
>
>
> where = getOne(listOfNames, whateeverYouWantToTestFor)
>
> if where > 0 then
>
> -- found it
>
> else
>
> -- not in the list
>
> end if
>
>
>
>for instance if I make the list in my on beginsprite:
>
>
>
> listOfNames = list("cone01", "ROOKPLY1R", "ROOKPLY1L", "ROOKPLY2R",
>"ROOKPLY2L")
>
>
>
>and then I need to get this recognised in the other statement, something
>like this:
>
>
>
>On exitaction me, whichmodel
>
> if (whichmodel.name) <> listOfNames then
>
> scene.model(whichmodel.name).shader.emissive = rgb(0,0,0)
>
> cursor -1
>
> end if
>
>
>
>can you correct me!
>
>
>
>
>
>-KEV-
>
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