Author |
Message |
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Quadraxis
MaximDude wrote: It needs walkpath fixing liiiiiiike... how?, better and more balanced weapons i gave it all the things it has in the game , some nice effects, some custom sounds(Walking, taking damage, etc.) it's got those and it shouldn't hit it's own goddamn legs when shooting. well it's head IS kinda in between its legs.
|
Mon Aug 24, 2009 10:06 pm |
|
|
p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
|
Re: Quadraxis
FireIgnoreThis = 1 ?
|
Mon Aug 24, 2009 10:16 pm |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Quadraxis
But doesn't that only apply to the gun(in this case, the head)?
|
Mon Aug 24, 2009 10:20 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Quadraxis
Gun and its parent and all the parent's child objects.
|
Tue Aug 25, 2009 12:10 am |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Quadraxis
Those are already set to 1.
|
Tue Aug 25, 2009 12:31 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Quadraxis
The gun is the only thing with FireIgnoresThis.
If you make a gun with FireIgnoresThis = 1, the bullets will not hit the actor, the gun, or any of the actor's limbs/head/etc.
|
Tue Aug 25, 2009 12:41 am |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Quadraxis
BUT that doesn't mean that the emitter fired from one gun that spawns another emitted with Lua in it won't hit the actor.
The Annihilator AND the Burst Missile thing do that.
|
Tue Aug 25, 2009 12:51 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Quadraxis
SetWhichMOToNotHit, m'boy.
|
Tue Aug 25, 2009 1:07 am |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Quadraxis
And how exactly do I go about doing that?
|
Tue Aug 25, 2009 2:12 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Quadraxis
function Create(self) self:SetWhichMOToNotHit(insertpointertoparenthere,-1); end
You'll need to determine parent, but once you've done so you can iterate through attachables and get pointers to all the child objects.
|
Tue Aug 25, 2009 5:57 am |
|
|
piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
|
Re: Quadraxis
Except you don't need to because SetWhichMOToNotHit() also affects all child objects.
|
Tue Aug 25, 2009 6:24 pm |
|
|
Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
|
Re: Quadraxis
whitty wrote: BUT that doesn't mean that the emitter fired from one gun that spawns another emitted with Lua in it won't hit the actor. Why the hell are you doing this?
|
Tue Aug 25, 2009 6:48 pm |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: Quadraxis
Grif wrote: function Create(self) self:SetWhichMOToNotHit(insertpointertoparenthere,-1); end
You'll need to determine parent, but once you've done so you can iterate through attachables and get pointers to all the child objects. Thanks, I'll try that. Roon3 wrote: whitty wrote: BUT that doesn't mean that the emitter fired from one gun that spawns another emitted with Lua in it won't hit the actor. Why the hell are you doing this? So it homes in. Duh.
|
Tue Aug 25, 2009 10:26 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Quadraxis
wow, you totally cant put lua scripts on anything you fire to make them home. nuh-uh.
|
Wed Aug 26, 2009 12:38 am |
|
|
|