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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: VED Grenade Launcher *Update: Trajectory Guide
Is it okay if I modify this into a bow?
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Sat May 07, 2011 8:22 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: VED Grenade Launcher *Update: Trajectory Guide
Sure.
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Sat May 07, 2011 8:28 pm |
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mario972
Joined: Sun Feb 06, 2011 5:43 pm Posts: 29 Location: Piaseczno, Poland
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Re: VED Grenade Launcher *Update: Trajectory Guide
can you make it to sow type of renade mounted on launcer? ♥♥♥♥ my keyboard
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Sat May 07, 2011 9:28 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: VED Grenade Launcher *Update: Trajectory Guide
Um, what?
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Sat May 07, 2011 9:35 pm |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: VED Grenade Launcher *Update: Trajectory Guide
I tried to use a TDExplosive of changing PresetName to achieve it (reference to the "Pre Equipped" Mod), half successed, but had problems unsolved.
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Sun May 08, 2011 6:42 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: VED Grenade Launcher *Update: Trajectory Guide
The gun knows which grenade to copy by checking the PresetName. So, if you have something that changes the PresetName of a grenade mid-game, it won't work.
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Sun May 08, 2011 7:03 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: VED Grenade Launcher *Update: Trajectory Guide
CaveCricket48 wrote: The gun knows which grenade to copy by checking the PresetName. So, if you have something that changes the PresetName of a grenade mid-game, it won't work. No, this TDExplosive is always set to unactived and used to show the grenade's name, it floats upon the actor. It work on the same principle as Mehman's " Pre Equipped" Mod, which use it to show remainder ShieldPower.
Last edited by Xery on Sun May 08, 2011 7:13 am, edited 1 time in total.
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Sun May 08, 2011 7:12 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: VED Grenade Launcher *Update: Trajectory Guide
So uh, what's your problem?
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Sun May 08, 2011 7:13 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: VED Grenade Launcher *Update: Trajectory Guide
CaveCricket48 wrote: So uh, what's your problem? It doesn't disappear when I switch/drop/pickup weapons, though I already add code like "if switch or so ,then TDExplosive.To.Delete = true". If my actor die, then it'll be left there forever. BTW, Is there another way to show text informations?
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Sun May 08, 2011 7:18 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: VED Grenade Launcher *Update: Trajectory Guide
What doesn't disappear? The VED Grenade Launcher isn't supposed to make anything disappear.
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Sun May 08, 2011 8:33 am |
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Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
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Re: VED Grenade Launcher *Update: Trajectory Guide
CaveCricket48 wrote: What doesn't disappear? The VED Grenade Launcher isn't supposed to make anything disappear. The TDExplosive(used to show information) I talked about. Well, since I've deleted the edited mod folder(cause I don't need it now), someone could just take the idea and mod it out. Also, this mod is realy great, its Lua code helps me a lot. thx CC48^_^
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Sun May 08, 2011 9:20 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: VED Grenade Launcher *Update: Trajectory Guide
Time to launch some Creeper Vines, Hydras, and Metroids!
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Thu May 26, 2011 10:42 pm |
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