Author Topic: Event Request: IfInExplosion  (Read 530 times)

Title pretty much says it all...

Think of it like this:

1, IfInExplosion->Self->FakeKillBrick [30]
2, IfInExplosion->NamedBrick [Brickname]->SetEmitter[Fire A]

This is pretty specific, but a useful application would be for minigames where brick damage is off and you still want something to be broken and instead of chaining a bunch of bricks together with something like OneProjectileHit->NamedBrick [Wall]->FakeKillBrick [30], you could just simply tie this to it. Simply put, If the brick is hit by splash damage, or caught inside an explosion, it will trigger an event.

This'll also stop simple projectile weapons, like the standard gun, blowing up entire walls because of an event.

I'm aware there's an IfProjectile event, but I feel this could be used in a much greater spectrum.

So, thoughts? Anyone willing to pick it up?


That was pretty succinct...
Sure to what? Making it or support?

dang, I discovered, I suck at coding events. I better stick with Server Sided/Weapons/Client Sided. :(

I don't know if there's a callback for recieving splash damage in an explosion. There's definitely one for when the brick is fakekilled, though

I don't know if there's a callback for recieving splash damage in an explosion. There's definitely one for when the brick is fakekilled, though
They have to be damaged partially, so you will probably find something.

They have to be damaged partially, so you will probably find something.
Are you sure?
My guess would have been that it just calls getDamageVolume() and then fakekills the brick if it's less than or equal to the value in the datablock, within a function.

what about onBlownUp

Aren't projectiles used a lot more instead of explosions or something? Im just asking.

what about onBlownUp

That only effects when the brick is actually killed by an explosion.