the self:Activate() doesn't seem to work on grenades.
I have a scenario where I have a grenade that isn't held by any actors which I want to activate as if thrown. Just gibing it won't be the solution as it needs to work on all grenade types.
Help?
Fri Oct 07, 2011 6:35 am
Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
Re: Activating grenade through lua?
That's wierd, I used Activate() several times on TDExplosives and it worked, you should check if the script is executed.
Edit: The vanilla grenades aren't simple TDExplosives anymore in b26: they activate properly only when thrown, but you can either make your own grenade the old fashioned way(like they used to be in the older builds: a simple TDExplosive that actually explodes instead of being replaced by an exploding one when thrown) or get one from an older build, Activate() should then work properly.
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