Time bombs
Moderator: Halo Moderators
Time bombs
I dont know if someone already thought of this but what if someone were to make a mine that detonates when u press a key or a grenade that detonates when you press a key just a thought
Reddy is red with dy at the end. Bet you didn't know that did you?
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- Ranger
- Posts: 1787
- Joined: Tue Jul 10, 2007 9:07 pm
umm... So, you can only script stationary objects. not dynamic objects like grenades and bullets? speakin o' wich, is there a version of your scripter that works on powerpc? only one i can find is intel onlyNot Conure wrote:Wait... what?!
I fell i have lectured to (at) you (tyler) on this point before. Scripts can NOT reference dynamic objects such as grenades when they are thrown, they can only references objects in the scenario at time of scripting.
Not Conure
i think the update method i use for scripter will only work on intel...sorry
Also dont do the not "Not conure" or i will have to log in D=.
Also yes bout the non-dynamic object part, all things in game must be named for script use and there is no way to name something dynamically..... You can still do a lot though, i run a server on halo full that uses scripted maps and i would invite you to come play sometime its called "Modded, lolwut?" (i like that name...). You can still do much with scripts but there is a lot you cant do.
Also dont do the not "Not conure" or i will have to log in D=.
Also yes bout the non-dynamic object part, all things in game must be named for script use and there is no way to name something dynamically..... You can still do a lot though, i run a server on halo full that uses scripted maps and i would invite you to come play sometime its called "Modded, lolwut?" (i like that name...). You can still do much with scripts but there is a lot you cant do.
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- Ranger
- Posts: 1787
- Joined: Tue Jul 10, 2007 9:07 pm
Also you lie and claim to know a lot about shit you know jack squat about.Tyler777 wrote:You talk to yourself a lot, and u can import the grenade as scenery.
Scripts are not the answer here, they will NOT work for dynamic objects such as grenades that are thrown and not in the scenario when it is loaded. Once you have proven yourself as a scripter you can talk, but until then don't lie and cause confusion.
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- Commando
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2 things, 1 i know i am too, but ur a newbie... and 2 it should work in scenario, if you import the grenade as scenery everything should be fineconure wrote:Also you lie and claim to know a lot about shit you know jack squat about.Tyler777 wrote:You talk to yourself a lot, and u can import the grenade as scenery.
Scripts are not the answer here, they will NOT work for dynamic objects such as grenades that are thrown and not in the scenario when it is loaded. Once you have proven yourself as a scripter you can talk, but until then don't lie and cause confusion.
TaxiService wrote:Roses are red
Violets are blue
What a shitty thread
Fuck all of you.
1. i been modding for the last 3 or 4 years bud, for instance ever see those .ent plugins in eschaton? Ya i made those.....ghosts wrote: 2 things, 1 i know i am too, but ur a newbie... and 2 it should work in scenario, if you import the grenade as scenery everything should be fine
2. It doesnt matter if it can be imported, when you throw a grenade you create a unique instance of that grenade in the map that is unnamed. Scripts refer to map objects by a set of names you can make in the scenario, then assign by way of indexs to objects in the map that are in the map sense loading, i.e. not dynamic creation.
i will give you one way i can see it as possible to make a remote projectile. Attaching a projectile to a gun/biped function that is used to scale the detonation timer so that when you activate the function it will detonate the projectile.
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