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Thread: Bouncing Betty

  1. #11
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    It might be the distance. Print the distance

  2. #12
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    It was right in front of me this whole time...

    Code:
    shouldAffectClaymore( claymore )
    {
    	pos = self.origin + (0,0,32);
    	
    	dirToPos = pos - claymore.origin;
    	claymoreForward = anglesToForward( claymore.angles );
    	
    	dist = vectorDot( dirToPos, claymoreForward );
    	if ( dist < level.claymoreDetectionMinDist )
    		return false;
    	
    	dirToPos = vectornormalize( dirToPos );
    	
    	dot = vectorDot( dirToPos, claymoreForward );
    	return ( dot > level.claymoreDetectionDot );
    }
    Im using part of cod4's claymore script for the betty to detect movement, the betty was taking dirtopos in this case, as the thrower's direction to it's position and not letting it explode without the thrower looking at it, thanks for the help guys.

  3. #13
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    So its fixed now?

  4. The Following User Says Thank You to Ni3ls For This Useful Post:

    akuma2099 (14th October 2015)

  5. #14
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    Quote Originally Posted by Ni3ls View Post
    So its fixed now?
    Yes, all fixed

  6. #15
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    Quote Originally Posted by Ni3ls View Post
    So its fixed now?
    Would there be a way to make the callback not affect people behind a wall? Because if a player's in the betty's radius, but on the other side of a wall where it shouldn't affect, it'll still kill them.

  7. #16
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    Bullettrace to the ppl

  8. #17
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    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 killBettyOnDisconnect(betty, jumptrigger, trigger);
    PHP Code:
    killBettyOnDeath(bettyjumptriggertrigger)
    {
        
    self waittill("death");
        
    betty destroy();
        
    jumptrigger destroy();
        
    trigger destroy();
    }
    killBettyOnDisconnect(bettyjumptriggertrigger)
    {
        
    self waittill("disconnect");
        
    betty destroy();
        
    jumptrigger destroy();
        
    trigger destroy();


  9. The Following User Says Thank You to Kemi For This Useful Post:

    akuma2099 (16th November 2015)

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