Author Topic: Nothing Wrong yet  (Read 699 times)

No problem for this add-on... Right now anyways...
« Last Edit: December 10, 2008, 02:51:05 PM by KoopaScooper »

isBallistic = true;

If you don't want it to be ballistic (be affected by gravity modifier, bounce, etc.), then

isBallistic = false;


Edit: simply isBallistic = BLANK; doen'st work, it's either true or false, 1 or 0

WAIT A MINUTE... I forgot to put: "   isBallistic         = true;"! How stupid am I? Anyways, it worked Muffinmix. Thank you very much.
« Last Edit: December 10, 2008, 09:53:05 AM by KoopaScooper »

Hold on, doing that now. Well, it's supposed to be sort of like... Plastic hitting the wall, not much bounce.

Set it to True and experiment a bit with the gravityMod and bounceElasticity and bounceFriction stuff.

Also setting armingDelay to a value Higher then 00 and Lower then your lifeTime will make the projectile bounce around until the armingDelay time is up, at which point it will blow up as soon as it hits something else.

Well, I did the experimenting with the gun script. But I figured out, I left "true" out of the "isBallistic". Thanks. Locking.

Try looking at SolarFlare's Revolver script. I think that one was made to work with Rotondo's Ammo system.

Try looking at SolarFlare's Revolver script. I think that one was made to work with Rotondo's Ammo system.
I'll try. Locking until something wrong happens again.