Blockland Forums > Modification Help
Calling "Projectile Bounce"
<< < (4/5) > >>
Greek2me:
How are you running tests? I thought you couldn't figure out how to bounce the projectile? Or are you using events?
Chrono:
I'm sorry but there is no easy way to do this.

The bounce function creates a new projectile and does not return it's projectile's ID.

I'll write up something and see if it works.
Chrono:
It seems that when I call the bounce function from script, the new projectile spawns at 0 0 0 instead of where it was before it bounced.
Or when you package it. Well, I have no idea on what to do for this.
Deathwishez:

--- Quote from: Greek2me on April 12, 2011, 12:57:46 AM ---Or are you using events?

--- End quote ---

Yes.


--- Quote from: Chrono on April 12, 2011, 01:43:07 AM ---The bounce function creates a new projectile and does not return it's projectile's ID.

--- End quote ---

Is it possible to cycle through all projectiles?

If so, I could locate it with different criteria.
Chrono:

--- Quote from: Deathwishez on April 12, 2011, 06:16:58 PM ---Is it possible to cycle through all projectiles?

If so, I could locate it with different criteria.

--- End quote ---
Horrible idea.

I've already got it to bounce twice, but as said in my most recent post, the projectiles are appearing at 0 0 0 instead of it's original location. Not sure if it's the fact I'm calling bounce through script, or if it's because bounce is an engine function and doesn't like being packaged.
Navigation
Message Index
Next page
Previous page

Go to full version