| Blockland Forums > Modification Help |
| Anti-QQ glitch. |
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| 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. |
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