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Old 05-19-2006, 05:14 AM
wild8900 wild8900 is offline
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Shoot params help

Ok, so Ive been toying with shoot for some time. Ive gotten it to work a long time ago but Ive been using in the weapon npc

NPC Code:
setshootparams 0,0,arrow;
shoot yadayadayada;



and I use this in the main system. I want to make an explosion or bomb be set where the projectile hit a player or hit a wall. I tried using params but I couldnt get it x.x

NPC Code:
//#CLIENTSIDE
if (actionprojectile){
if (strequals(#p(2),arrow)){
blahblahblah
}

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Old 05-19-2006, 07:05 AM
wild8900 wild8900 is offline
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well, I was toying with it and i got the put bomb thing to work but it only goes to 0,0 so I know
setshootparams 0,0,arrow;
is wrong.
What do I put so it goes to where the arrow is?
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Old 05-19-2006, 02:25 PM
ApothiX ApothiX is offline
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I believe parameters in the actionprojectile event tell you where the projectile landed. Might want to try reading newfeatures or commands.rtf.
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Old 05-19-2006, 03:51 PM
Raeiphon Raeiphon is offline
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Okie, what are the params for actionprojectile in GS2? I've been quite confused about that for a while.
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Old 05-19-2006, 07:02 PM
wild8900 wild8900 is offline
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Quote:
Originally Posted by ApothiX
I believe parameters in the actionprojectile event tell you where the projectile landed. Might want to try reading newfeatures or commands.rtf.
right, I can get a bomb to appear at #p(0),#p(1) but those coordinates are at 0,0 cause I used
setshootparams 0,0,arrow;

how do I use setshootparams but still be able to detect x,y when colisided with a wall or player?
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Old 05-19-2006, 07:07 PM
Luigi203 Luigi203 is offline
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Actionprojectile is called when a projectile hits the player (clientside), or when a projectile lands (serverside), but it doesnt return coordinates.
You have to use actionprojectile2 (clientside only). #p(0) and #p(1) are the x and y were the projectile landed, and #p(2) starts the params you specified.
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