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Mold from EK
Ok i'm sorry i have been trying to avoid posting here because i have the feeling i am becoming annoying, but no one i talk to can figure this out!
NPC Code: ok i have looked over it as have several NATs. See the if (actionprojectile)? well it doesnt respond to that. it ignores it. Acts like i never added that flag. It is very weird. I have actually replaced it with simple things like playerchats and they work. So why doesnt this? It should work by all standards. It used to work before EK was hacked. but now it doesnt. Any help would be appreciated |
I don't mean to annoy you, but you might want to format your script a little better than that.
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is it all clientsided?
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no it's actually a class all the npc join into it. and ill edit my script and format it a bit if it really bugs u XD
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Also, I thought that only weapon scripts could recognize actionprojectile events. Check out your newfeatures documents. |
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^^ |
I always add all of my projectiles into my system, no need to flood people with NPC's when they can be combined.
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wait how can i make it read projectiles for a monster? Also Like i said it used to work fine, i dont know why it doesnt anymore.
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NPC Code: something like that =p |
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thats how it is well actually i used #p(1) because all of the weapons have damage after the parameter some just stun players for a while i figured a mold wouldnt be able to get stunned bnut anyways as you can see i did that but it doesnt work thats the problem as i sed
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Aim = Sern18 |
well he is trying to fix so far no luck but we have these deductions:
1.the problem is most likely with actionprojectile, since most other flags work. 2. I have no others this is tough :( |
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Make sure that you set shootprams EX: this.maxangle = .05; setshootparams gun,#g,#a,#v(this.damage),gun; this.x = playerx+vecx(playerdir)*2; this.y = playery-.3+vecy(playerdir)*2; this.angle = getangle(vecx(playerdir),vecy(playerdir)); shoot this.x,this.y,playerz,this.angle+random(this.maxan gle*-1,this.maxangle),.75,this.power2,bullet,; then in the class if(actionprojectile){ if(strequals(#p(6),grenade)){ damage stuff our whatever else u want } } |
well most of our weapons look like this for the shoot part:
setshootparams sword1(or a diff one if it does something special),damage,#a; this.angle=getangle(vecx(playerdir),vecy(playerdir )); this.x=playerx+vecx(playerdir); this.y=playery+vecy(playerdir); shoot this.x,this.y,playerz,this.angle(+random depending on the weapon),0,0,gani,; //I use those zeroes just as an example. then as u all saw in the mold: if(actionprojectile){ this.hearts-=strtofloat(#p(1))+1;//i dont use the first parameter on the mold because so far nothing that would do a special thing like confusion or steal would affect mold setcharani mold_idle,; message #v(this.hearts/2); checkdead(); sleep .5; } |
like i said, theres nothing wrong with your class, it has to be in the weapons
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well i dont think that there is anything wrong with the weapons either.....
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i have a good feeling it is, check the x and y cords and make sure there triggering in the right positions, make sure your prams are before the shoot action just to make sure cause im willing to bet any amount of money its the action
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I checked every weapon and every wepon works fine agenst players and shoot and no weps work agenst the molds
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**also, testing was done on dbnpcs and classes, level npc's were not tested ***the projectiles worked on non-showcharacter classes ****why is it so much fun to post like this? |
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hmm i will try removing the showcharacter and adding a setshape or something....
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he has it in serverside lance =D (this post is getting annoying lol)
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serverside it works alright, save for the lag induced problems. |
Well mold basically works now i basically still have a few things i might fix like giving it a death animation or something...
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