2776
Suggestions & Requests / Re: Some TF2 Models
« on: July 29, 2009, 02:40:28 PM »
A short "reload" sequence and states with the trigger up/down would help.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Much of the time for projectile collision functions, the extra arguments need to be kept so the parent/original projectile collision function works. The names can be anything (%this doesn't necessarily have to refer to the projectile, it could be a datablock, a client, a player depending on where you use it) and the projectile collision arguments are annoying/hard to remember, so people may just substitute any number of miscellaneous arguments like "%a, %b, %c" if they don't specifically have to use them.Code: [Select]function projectile::onCollision(%this,%obj,%col,%pos,%norm,%a,%b,%c)
Allot of times I see arguments pop up in functions referenced here which never pop up anywhere in the function itself. Plus I have no idea what half of the arguments mean and where they come from. It's the final basic fator I've been trying to figure out which none of the tutorials seem to care about and it's driving me off the wall.