Author Topic: T+T melee weapons working with onProjectileHit event  (Read 1835 times)

/title

Since it doesn't seem to work correctly with it.

They don't work with onprojectilehit because they use raycasts iirc

Oh okay, is there anyway to get them working with that then?

There is a way by making an update to the support file calling the event.

or the raycasts spawning bullets at the end of the raycast to handle the damages/collisions

or the raycasts spawning bullets at the end of the raycast to handle the damages/collisions
Pretty sure that's a terrible way to do it, though.
I think it'd be better to call an onProjectileHit function when you hit a brick inside the support function for raycasts.

You could use onBlownUp because of the explosion that the raycast creates.

That won't work on all projectiles, though.

So is there a possible way to fix this?

So is there a possible way to fix this?
use weapons that aren't bad

This is a good weapon pack, not taking your suggestion.

use weapons that aren't bad
eat a richard t+t is good

eat another richard for coming into this topic to leverage yourself above others via weapon pack choice
« Last Edit: August 12, 2015, 09:15:38 PM by DestroyerOfBlocks »

I think you can use onBlownUp cause pretty much all TT weapons use nondamaging explosions to trigger camera shake. I remember someone doing it on my server that way.

For some reason it's not working. I'm testing the event to make a fake kill brick when a weapon hits it.
 I'm using onBlownUp

How big is the brick? that could be it.
the person who did it on my server applied it to a default christmas tree brick