Blockland Forums > Modification Help
Anti-QQ glitch.
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.