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 Activating grenade through lua? 
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Activating grenade through lua?
the self:Activate() doesn't seem to work on grenades.

I have a scenario where I have a grenade that isn't held by any actors which I want to activate as if thrown. Just gibing it won't be the solution as it needs to work on all grenade types.

Help?


Fri Oct 07, 2011 6:35 am
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Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
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Post Re: Activating grenade through lua?
That's wierd, I used Activate() several times on TDExplosives and it worked, you should check if the script is executed.

Edit: The vanilla grenades aren't simple TDExplosives anymore in b26: they activate properly only when thrown, but you can either make your own grenade the old fashioned way(like they used to be in the older builds: a simple TDExplosive that actually explodes instead of being replaced by an exploding one when thrown) or get one from an older build, Activate() should then work properly.


Fri Oct 07, 2011 9:09 am
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Re: Activating grenade through lua?
Got it working using ToTDExplosive(self.grenade):Activate() :)


Fri Oct 07, 2011 5:48 pm
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