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 bayonet help? 
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Joined: Sat Oct 10, 2009 8:36 pm
Posts: 5
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Post 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.


Sun Oct 11, 2009 10:07 pm
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Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
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Post 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 :(


Mon Oct 12, 2009 2:21 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post 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.


Mon Oct 12, 2009 2:23 am
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: bayonet help?
o.0 i wouldnt know any of that to tell Bread >.>
:???:


Mon Oct 12, 2009 2:47 am
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Joined: Sat Oct 10, 2009 8:36 pm
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Post 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:


Tue Oct 13, 2009 5:37 pm
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