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 [SOLVED] Throwable and pickup-able(?) crabs? 
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Data Realms Elite
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Post Re: Throwable and pickup-able(?) crabs?
Sims_Doc wrote:
Who Else Would Keep morale up?


Anyone ACTUALLY HELPING.

About the colliding legs, I don't know how it works for ACrabs, but I think you could use something like Crab.FGLeg:SetWhichMONotToHit, or setting it to HitMOs/GetHitByMOs = 0 while it's held by an actor.
But I don't know why the parent detecting thing ain't working.


Sun Oct 23, 2011 10:53 pm
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Post Re: Throwable and pickup-able(?) crabs?
Doesn't the Collation Punisher have something similar to this? where it can grab a Mob by holding F with a weapon?

or are you on about having a Acrab that is in your inventory which can be thrown ?


Sun Oct 23, 2011 11:36 pm
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Post Re: Throwable and pickup-able(?) crabs?
Read the OP more carfeuly and download the tests he has made.


Sun Oct 23, 2011 11:38 pm
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Post Re: Throwable and pickup-able(?) crabs?
i'm wondering why do crab legs collide with actor.
i think you'd better add the script to the crab itself, "attach" null tdevice to it, and make crab follow it.
and make crab hitmos=0 when it's being held.


Mon Oct 24, 2011 6:49 am
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Post Re: Throwable and pickup-able(?) crabs?
Thanks for your help, guys! :D
http://forums.datarealms.com/viewtopic.php?f=61&t=25965


Mon Oct 24, 2011 8:48 am
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