Re: Changing TDExplosive Variables on Activation
Just make the grenade disappear and make another object spawn with the same stats
Code:
function Update(self)
if self:IsActivated() == true then
NewObject = CreateMOPixel("Particle SMG2");
NewObject.Pos.X = self.Pos.X
NewObject.Pos.Y = self.Pos.Y
NewObject.Vel = self.Vel
MovableMan:AddParticle(NewObject);
self.ToDelete = true;
end
end
You would change the name of the particle and class of it according to what you wanted to create but thats basically what you would do. Im sure CaveCricket has a more creative way to do it tho
Hope this helps