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  1. Thread: Bouncing Betty

    by Kemi
    Replies
    16
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    16,972

    for the part where it doesn't disappear on death,...

    for the part where it doesn't disappear on death, if you haven't already figured it out, add something like this:
    self thread killBettyOnDeath(betty, jumptrigger, trigger);
    self thread...
  2. Thread: Bouncing Betty

    by Ni3ls
    Replies
    16
    Views
    16,972

    So its fixed now?

    So its fixed now?
  3. Thread: Bouncing Betty

    by IzNoGoD
    Replies
    16
    Views
    16,972

    Yes, probably the sighttracing part is missing...

    Yes, probably the sighttracing part is missing then.

    Or maybe its an unintended bug in [insert newest cod here]
  4. Thread: Bouncing Betty

    by IzNoGoD
    Replies
    16
    Views
    16,972

    Just check if the user is looking at the betty...

    Just check if the user is looking at the betty the moment it explodes. Keep the sighttracing out of the damage callbacks.

    vpoint = point on body that gets hit
    vdir = direction in which the player...
  5. Thread: Bouncing Betty

    by Ni3ls
    Replies
    16
    Views
    16,972

    No no, what I mean is that you exclude the...

    No no, what I mean is that you exclude the players who are beneath the betty.

    players = getentarray("player", "classname");
    for(i = 0; i < players.size; i++)
    {
    ...
  6. Thread: Bouncing Betty

    by Ni3ls
    Replies
    16
    Views
    16,972

    Check the getstance of the affected players and...

    Check the getstance of the affected players and return 0 if they are not standing
  7. Replies
    3
    Views
    4,893

    just bullettrace downwards and plant on...

    just bullettrace downwards and plant on trace["position"], optionally with trace["normal"] with vectortoangles() for angles
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