Weapon addons

Topics regarding Scripting with Reality Factory
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darksmaster923
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Weapon addons

Post by darksmaster923 » Sat Sep 20, 2008 8:35 pm

Say, if you have scripted weapons, but my sniper rifle has no scope, but thats because you want the scopes to be interchangeable. But the problem is you can only attack one weapon to a pawn, and that weapon is taken by the sniper rifle. Any ways to do this? I don't really want to get Jay's addons cause its not really up to date
Herp derp.

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Juutis
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Re: Weapon addons

Post by Juutis » Sat Sep 20, 2008 8:40 pm

The manual:
AttachAccessory(string SlaveName);
AttachAccessory(string SlaveName, string MasterName);
Attach the accessory defined in Pawn.ini as SlaveName to this Pawn's actor. The attached actor will use the same animation as its master.
Attach the accessory defined in Pawn.ini as SlaveName to the actor of the entity MasterName. The attached actor will use the same animation as its master.

DetachAccessory(string SlaveName);
DetachAccessory(string SlaveName, string MasterName);
If the accessory defined in Pawn.ini as SlaveName is attached to this Pawn's actor then it will be detached from the master actor.
If the accessory defined in Pawn.ini as SlaveName is attached to the actor of the entity MasterName then it will be detached from the master actor.
Pain is only psychological.

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darksmaster923
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Re: Weapon addons

Post by darksmaster923 » Sun Sep 21, 2008 3:40 am

I assume this was added in RF76?
Herp derp.

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bernie
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Re: Weapon addons

Post by bernie » Sun Sep 21, 2008 10:37 am

I assume this was added in RF76?
That is correct DM

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