yeah, i figured that “add” meant “activate”
The code is something like
g = GameLogic
c = g.getCurrentController()
s = g.getCurrentScene()
objlist = s.objects
o = c.owner
over = c.actuators["overly scene"]
When i activate a controller that activate the definition over it gives me
over = c.actuators[“overly scene”]
KeyError: requested items “overly scene” does not exist
But it obviously exist, and is connected to the controller (that is in an active state) that run the definition( when the script wasn’t a definition in the module it worked)
If i try to change in
over = arm.actuators["overly scene"]
where arm is the object that own the actuator, it gives me
Cannot add an actuator from a non-active controller
I read my first post, and it’s not really clear.
I have(for example) a module with def1, def2, def3 and 3 controllers cont1, cont2 and cont3.
Each controller is connected with a sensor (and that gives no problems) and an actuator, and each controller is a python module controller that activate one definition.
So, when cont1 is activate, it runs def1, that activate act1… The problem is that act1 is not activate because of the previous error… Hope it’s more clear… If not, i can post the project, but the porting of the project to modules is half way, so you will get lots of other errora…