| Blockland Forums > Modification Help |
| Manual Projectile Detonation? |
| (1/3) > >> |
| FrogFreak:
Is it possible to add a feature that checks for input (EG: altfire), with which, if you use that input (Like altfire), any projectile from the weapon will manually and prematurely detonate? |
| flametail:
I am sure it is possible, as it is done with the C4 add-on. Just dont know how. Go get the c4 add-on and read through it. The c4 is planted, and a timer is set. C4 goes off either when the timer expires or you jet, whichever comes first. |
| Iban:
Yay, another person who has no idea what they're doing giving advice. --- Code: ---function MyWeaponImage::onFire(%this, %obj, %slot) { %proj = parent::onFire(%this, %obj, %slot); %proj.schedule(1000, "explode"); return %proj; } --- End code --- This is by memory, but should explode the projectile created 1000ms after it's launched. You can store this %proj variable on the %obj or something and then parent the armor::onTrigger function to explode it. |
| lordician:
--- Quote from: Iban on April 28, 2011, 01:26:40 PM ---Yay, another person who has no idea what they're doing giving advice. --- Code: ---function MyWeaponImage::onFire(%this, %obj, %slot) { %proj = parent::onFire(%this, %obj, %slot); %proj.schedule(1000, "explode"); return %proj; } --- End code --- This is by memory, but should explode the projectile created 1000ms after it's launched. You can store this %proj variable on the %obj or something and then parent the armor::onTrigger function to explode it. --- End quote --- so onFire returns a projectile or something? :s |
| Iban:
Correct. |
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