Author Topic: LastProjectile fix?  (Read 463 times)

Hello, everyone reading this topic. I don't usually make suggestions or requests, but I kind of need this request.

I'm sure all of you remember the lastprojectile event where when you shoot a projectile at a brick, the lastprojectile can make it so if the projectile is a...let's say cannon then it blows up the brick, while other projectiles will not blow up sed brick.

Well, I've realized it is broken, and I've been pretty bummed about it. I was wondering if someone could fix up the lastprojectile event in some way? If so, I'd really appreciate that.

TL;DR: I want the lastprojectile event to be fixed.

Thanks.


God damnit one more loving bump and that's it.

onProjectileHit and then use VCE to check what projectile it was?

onProjectileHit and then use VCE to check what projectile it was?
Yeah.

Or, do they have that? Because my only options for onProjectileHit is delete, redirect, bounce, etc.

Yeah.

Or, do they have that? Because my only options for onProjectileHit is delete, redirect, bounce, etc.
onprojectilehit>self>vce_ifvalue