More questions
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More questions
1. Is there a way to grab the coordinates of exactly where a projectile hits in the level?
2. When you set a weapon for a Pawn, it grabs a model set in weapon.ini with the same skeleton as the Pawn you're setting it for, right? How many can you set at the same time? For example set one for one hand and then set a Shield for the other one.
2. When you set a weapon for a Pawn, it grabs a model set in weapon.ini with the same skeleton as the Pawn you're setting it for, right? How many can you set at the same time? For example set one for one hand and then set a Shield for the other one.
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Re: More questions
Please?
Re: More questions
Depends on the version you are using. In 076 you can add accessories to pawns. Basically the same thing as weapons but you can add as many as you want. In Jay's Community Releases you can add multiple weapons with the SetWeapon() command. In federico's physics version I think only one weapon per pawn is possible.Danimita92 wrote:2. When you set a weapon for a Pawn, it grabs a model set in weapon.ini with the same skeleton as the Pawn you're setting it for, right? How many can you set at the same time? For example set one for one hand and then set a Shield for the other one.
Pain is only psychological.
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Re: More questions
Thanks a lot, Juutis. I guess he'll have to leave physics to a side if he wants to have multiple weapons at a time. Is there any way to do number 1 on 076?
Re: More questions
No, I don't think so. You could use pawns for projectiles... but that's not something you wanna do. Seriously.
Pain is only psychological.
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Re: More questions
How about a pawn that shoots forward in the direction the camera's aiming at, *and then when the pawn can't go forward anymore*, the script returns it's coordinates?
Could that work? And if so, how would I be able to do the part in between * *?
Could that work? And if so, how would I be able to do the part in between * *?
Re: More questions
That's what I meant with 'pawns for projectiles'. Like each projectile would be a pawn, not a projectile. Yes, it's doable but if each projectile is a pawn... that's not good. Or are you planning like one weapon with these special projectiles? I guess that would work. I've actually done. I had a crossbow that shot arrow pawns and they sticked to enemies and walls and you could climb by jumping on them.
The flymove() command returns false if the pawn hits something so it can't move. So:how would I be able to do the part in between * *?
Code: Select all
if(flymove(current_pitch, current_yaw, speed) = false)
{
//whatever you want to do when the pawn collides with something
}
Pain is only psychological.
Re: More questions
Yes i've done something like that too, i used it in early days for a moonbeam spell.
Everyone can see the difficult, but only the wise can see the simple.
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Re: More questions
Cool, sounds great, thanks for the info Juutis