| 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 |