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Activating grenade through lua?
http://forums.datarealms.com/viewtopic.php?f=73&t=25747
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Author:  akblabla [ Fri Oct 07, 2011 6:35 am ]
Post subject:  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?

Author:  Mehman [ Fri Oct 07, 2011 9:09 am ]
Post subject:  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.

Author:  akblabla [ Fri Oct 07, 2011 5:48 pm ]
Post subject:  Re: Activating grenade through lua?

Got it working using ToTDExplosive(self.grenade):Activate() :)

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