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Manual Projectile Detonation?

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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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