
 MovableMan:AddParticle Problem/Pie Menu Question
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So now that I've changed the code, I no longer need to find the gun or actor that shoots a bullet. Now I'm having problems with the MovableMan:AddParticle function. It's displaying the error message:
"ERROR: no overload of 'MovableManager:AddParticle' matched the arguments (MovableManager, MOPixel)
candidates are:
MovableManager:AddParticle(MovableManager o, MovableObject x)"
I found it strange since I looked at a coalition rifle script that used AddParticle, also with an MOPixel. This is my code right now:
Code:
function Create(self)
   self.Mode = 1
   self.TimeCheck = false
   self.timer = Timer()
end
function Update(self)
   if self:IsActivated() then
      if self.Mode == 1 then
         self.bullet = CreateMOPixel("TDG Bullet","Pro Defence.rte")
         self.bullet.Pos.X = self.Pos.X+(math.cos(self.RotAngle)*25)
         self.bullet.Pos.Y = self.Pos.Y+(math.sin(self.RotAngle)*-25)
         self.bullet.RotAngle = self.RotAngle
         local i = 0
         for i = 1, 10 do
            self.bullet.Vel.X = math.cos(self.RotAngle)*(math.random()*25)
            self.bullet.Vel.Y = math.sin(self.RotAngle)*(math.random()*-25)
            MovableMan:AddParticle(self.bullet)
         end
         self.timer:Reset()
         self.TimeCheck = true
      else
         self.bullet.RotAngle = self.RotAngle
         self.bullet.Vel.X = math.cos(self.RotAngle)*25
         self.bullet.Vel.Y = math.sin(self.RotAngle)*-25
         self.bullet.PinStrength = 0
      end
   end
   if self.TimeCheck == true and self.timer:IsPastSimMS(100) then
      self.bullet.PinStrength = -1
      self.TimeCheck = false
   end
end
function ModeToggle(self)
   if self.Mode == 1 then
      self.Mode = 2
   else
      self.Mode = 1
   end
end
And also is that the right way to code the pie menu things? The last function is intended to be that, but it seems that the pie menu scripts are handled in a file different from the script attached to the weapon.