Blockland Forums > Modification Help
Anti-QQ glitch.
(1/4) > >>
Lord Tony²:
I'm trying to fix up this revolver mod but there is a QQ glitch on it which is devastating because it's a 2 hit kill weapon. How can I prevent this exploit?
Chrono:
Look at the rocket launcher code.
Lord Tony²:

--- Quote from: Chrono on March 07, 2012, 06:40:30 PM ---Look at the rocket launcher code.

--- End quote ---


--- Code: ---   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = sfRevolverProjectile;
   projectileType = Projectile;

casing = sfRevolverShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
minShotTime = 1000;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)
--- End code ---

I added this and it doesn't work.
Swollow:
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 1.0;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0]               = weaponSwitchSound;
Extrude:

--- Quote from: swollow on March 07, 2012, 10:57:21 PM ---stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 1.0;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0]               = weaponSwitchSound;


--- End quote ---
That isn't a solution to the problem, that just puts people actually switching to the rocket launcher at a disadvantage.
Navigation
Message Index
Next page

Go to full version