VED Grenade Launcher *Update: Trajectory Guide
Author |
Message |
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
Sure.
|
Sat May 07, 2011 8:28 pm |
|
 |
mario972
Joined: Sun Feb 06, 2011 5:43 pm Posts: 29 Location: Piaseczno, Poland
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
can you make it to sow type of renade mounted on launcer? ♥♥♥♥ my keyboard
|
Sat May 07, 2011 9:28 pm |
|
 |
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
Um, what?
|
Sat May 07, 2011 9:35 pm |
|
 |
Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
I tried to use a TDExplosive of changing PresetName to achieve it (reference to the "Pre Equipped" Mod), half successed, but had problems unsolved.
|
Sun May 08, 2011 6:42 am |
|
 |
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
The gun knows which grenade to copy by checking the PresetName. So, if you have something that changes the PresetName of a grenade mid-game, it won't work.
|
Sun May 08, 2011 7:03 am |
|
 |
Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
CaveCricket48 wrote: The gun knows which grenade to copy by checking the PresetName. So, if you have something that changes the PresetName of a grenade mid-game, it won't work. No, this TDExplosive is always set to unactived and used to show the grenade's name, it floats upon the actor. It work on the same principle as Mehman's " Pre Equipped" Mod, which use it to show remainder ShieldPower.
Last edited by Xery on Sun May 08, 2011 7:13 am, edited 1 time in total.
|
Sun May 08, 2011 7:12 am |
|
 |
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
So uh, what's your problem?
|
Sun May 08, 2011 7:13 am |
|
 |
Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
CaveCricket48 wrote: So uh, what's your problem? It doesn't disappear when I switch/drop/pickup weapons, though I already add code like "if switch or so ,then TDExplosive.To.Delete = true". If my actor die, then it'll be left there forever. BTW, Is there another way to show text informations?
|
Sun May 08, 2011 7:18 am |
|
 |
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
What doesn't disappear? The VED Grenade Launcher isn't supposed to make anything disappear.
|
Sun May 08, 2011 8:33 am |
|
 |
Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
CaveCricket48 wrote: What doesn't disappear? The VED Grenade Launcher isn't supposed to make anything disappear. The TDExplosive(used to show information) I talked about. Well, since I've deleted the edited mod folder(cause I don't need it now), someone could just take the idea and mod it out. Also, this mod is realy great, its Lua code helps me a lot. thx CC48^_^
|
Sun May 08, 2011 9:20 am |
|
 |
Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
|
 Re: VED Grenade Launcher *Update: Trajectory Guide
Time to launch some Creeper Vines, Hydras, and Metroids! 
|
Thu May 26, 2011 10:42 pm |
|
 |
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|