UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Weapon_clip vs structual, detail, and non-colliding, with PhysicsLaunch

broken avatar :(
Created 10 years ago
by MakeCents
0 Members and 1 Guest are viewing this topic.
1,028 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 4 years ago
Posts
1,895
Respect
Forum Rank
Zombie Destroyer
Primary Group
Community Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
BE ORIGINAL
Signature
×
MakeCents's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Does weapon_clip script_brushmodels count towards the max node error like structural script_brushmodels do?

I made a breakable wall barrier that requires the axe and I had to make the breakable wall weapon_clip for the wall to react to physicslaunch and not down the player chopping down the wall. If I make them structural or detail it downs the player, non-colliding won't work with physicslaunch and downs the player. I don't want them to be structural.

 
Loading ...