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bayonet help?
http://45.55.195.193/viewtopic.php?f=1&t=16787
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Author:  BreadFish [ Sun Oct 11, 2009 10:07 pm ]
Post subject:  bayonet help?

I don't think i introduced myself anywhere else yet, so hi, i guess.
I've been playing around with the code for cortex command for about a week and a half now, so i think i have a fair grasp on how it works, but i can't figure out how to make a bayonet for a gun. i tried using an AEmitter, but it was too dangerous for the actors to approach the gun half the time and when they turned around, the gun would instantly gib. is there a way to make it so the bayonet isn't "always on" and doesn't kill/harm the actor using it?

any help would be appreciated.

Author:  dragonxp [ Mon Oct 12, 2009 2:21 am ]
Post subject:  Re: bayonet help?

im pretty sure if you use Lua you could simply tell it to only damage enemy actors.
Asfor the actual scripting, ask Grif or other skilled modders.
Sorry for not being able to provide script :(

Author:  Grif [ Mon Oct 12, 2009 2:23 am ]
Post subject:  Re: bayonet help?

EmissionsIgnoreThis on the attached emitter will make it not hurt the parent, the gun, and any other attachables on the parent actor.

Author:  dragonxp [ Mon Oct 12, 2009 2:47 am ]
Post subject:  Re: bayonet help?

o.0 i wouldnt know any of that to tell Bread >.>
:???:

Author:  BreadFish [ Tue Oct 13, 2009 5:37 pm ]
Post subject:  Re: bayonet help?

well, Lua can't be that hard to pick up.
i'll try that EmissionsIgnoresThis first, but i guess i should learn Lua anyways.
thanks for the help :grin:

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