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Ray Detection http://45.55.195.193/viewtopic.php?f=73&t=45437 |
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Author: | 4zK [ Thu Sep 26, 2013 8:37 pm ] |
Post subject: | Ray Detection |
I remember the change of these being mentioned somewhere, but I'd like for this line to be converted into the new form of strengthrays or whatever. Also maybe decrypting the code and a short explanation to the purpose of each variable. This one's from the blast runner code, no longer compatible with the latest version. I assume it checks for stuff below itself. Code: SceneMan:CastStrengthRay(self.Pos,Vector(0,(self.Radius+5)),0,rayHitPos,0,0,SceneMan.SceneWrapsX) EDIT: Shoulda posted in lua scripting. If someone with the capabilites doesn't mind, please do move this. No problem bro |
Author: | CaveCricket48 [ Fri Sep 27, 2013 1:41 am ] |
Post subject: | Re: Ray Detection |
The new format dealt with rays that interacted with MOs. Since CastStrengthRay deals with only terrain, there isn't a new format. |
Author: | 4zK [ Sat Sep 28, 2013 8:59 am ] |
Post subject: | Re: Ray Detection |
Have the arguments changed? |
Author: | CaveCricket48 [ Sat Sep 28, 2013 9:02 am ] |
Post subject: | Re: Ray Detection |
No. Because there isn't a new format. |
Author: | 4zK [ Sat Sep 28, 2013 4:07 pm ] |
Post subject: | Re: Ray Detection |
Should CastStrengthRay work then? |
Author: | CaveCricket48 [ Sat Sep 28, 2013 6:08 pm ] |
Post subject: | Re: Ray Detection |
Yes, it should work. |
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