Author Topic: Making a projectile stick to people  (Read 4043 times)

Well, i ain't sure if i posted this question before but i need to know if this is possible since i need this for a mod i'm making

Please and thank you


Well, i ain't sure if i posted this question before but i need to know if this is possible since i need this for a mod i'm making

Please and thank you

He he.

Plasma grenade me thinks >:)

No, it's not possible.
Couldn't you mount the projectile image to the player (as in on a mount point) ?

Well, i ain't sure if i posted this question before but i need to know if this is possible since i need this for a mod i'm making

Please and thank you

He he.

Plasma grenade me thinks >:)
Uh... No it isn't?

No, it's not possible.
Couldn't you mount the projectile image to the player (as in on a mount point) ?
Trader told me is it possible, i'm wondering how though :)

You can't just mount the projectile.  You'd have to mount a static shape that looks like the projectile and then mount an emitter.  One concern with doing it that way is, that'd you basically have one place where the false projectile would mount, regardless of where it hits the player.

Unless you did it to multiple mount points, as in a command like, if hit arm mount arm, or something like that, somebody just code it!

Collision doesn't work like that.  There's no way to detect collision on individual nodes.

Collision doesn't work like that.  There's no way to detect collision on individual nodes.

There is, take a look at the chainsaw codes.

lol, nice new avatar, and yes, that is what i meant, but in a different sort of way as in adding something, not removing

Well, technically, I'm correct.  There is no way to detect collision per node.  You can detect the coordinates on the model where the collision occurs, and test and check until you adjust your code correctly.  I suppose it works, but it's kind of a hacky workaround.

Well, technically, I'm correct.  There is no way to detect collision per node.  You can detect the coordinates on the model where the collision occurs, and test and check until you adjust your code correctly.  I suppose it works, but it's kind of a hacky workaround.

Well, many of the decent mods for BL are in one way or another hacks.

The zombie mod is a hybrid of the minigame maker, custom bricks and some side scripts and extra weapons.

Aloshi's warplane could be considered a "hack".

Its all a matter of effort and making your product look professional.

Meh, a hack is a hack is a hack.

Sooo... Can anyone make the code for me? I would, but i got no idea how, theres like a ton of stuff i ain't sure how to use :S

Have you made the grenade model yet or the particle emitter for it?  I assume you're wanting to duplicate the plasma grenade / sticky from Halo.  Get those done, and get them working as a normal grenade, then we can talk about getting the grenade to stick to players.

Yes i got the grenade model, and it works like it does in Halo, hits the ground, bounces some, and explodes, the particles for it are okay too, should i make a new particle and name it "<name>StuckParticle" and "<name>StuckEmitter>"?