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More questions

Posted: Sat Sep 27, 2008 5:16 pm
by Danimita92
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.

Re: More questions

Posted: Mon Sep 29, 2008 6:25 pm
by Danimita92
Please?

Re: More questions

Posted: Tue Sep 30, 2008 8:28 am
by Juutis
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.
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.

Re: More questions

Posted: Tue Sep 30, 2008 3:39 pm
by Danimita92
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

Posted: Tue Sep 30, 2008 3:52 pm
by Juutis
No, I don't think so. You could use pawns for projectiles... but that's not something you wanna do. Seriously.

Re: More questions

Posted: Tue Sep 30, 2008 5:21 pm
by Danimita92
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 * *?

Re: More questions

Posted: Wed Oct 01, 2008 11:59 am
by Juutis
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.
how would I be able to do the part in between * *?
The flymove() command returns false if the pawn hits something so it can't move. So:

Code: Select all

if(flymove(current_pitch, current_yaw, speed) = false)
{
     //whatever you want to do when the pawn collides with something
}

Re: More questions

Posted: Wed Oct 01, 2008 9:16 pm
by Jay
Yes i've done something like that too, i used it in early days for a moonbeam spell.

Re: More questions

Posted: Wed Oct 01, 2008 11:10 pm
by Danimita92
Cool, sounds great, thanks for the info Juutis