Quote:
Originally Posted by Velox Cruentus
It's case sensitive. Try:
function onactionservreside()
{
}
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Already tried it.
Quote:
Originally Posted by Velox Cruentus
And... The weapon shouldn't be able to trigger himself like that...
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If it isn't possible to do it yet, then it should be added. I also (or initially) tried triggering other players with the same weapon.
Quote:
Originally Posted by Velox Cruentus
Your best bet is calling a function:
foo({param[0],param[1]});
and
function foo(params)
{
player.chat := params[0];
}
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It is not, sadly, because there are cases where the function doesn't exist which would result in errors in the RC.
I would've used .trigger(..), but it isn't working correctly at the moment.
What I wanted to do is do a triggeraction for weapon attacks, I initially did it by cycling through the players/npcs and using callweapon/callnpc on those who were infront of the player, because I was concerned about the security of triggeraction.
I'd be fine when obj.trigger() would be working correctly.