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Can I Link A Grenade With LinkTo?

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Created 10 years ago
by alaurenc9
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So I tried to link a grenade to a script_model.

I spawned a model, set it to tag_origin.

Then I called this

Code Snippet
Plaintext
grenade EnableLinkTo();
grenade LinkTo( model, "tag_origin", ( 0, 0, 0 ), ( 0, 0, 0 ) );

But it doesn't work. Is this even possible?
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Never tried with grenades, only script models. Function looks fine, but why do you need to add ( 0, 0, 0 ), ( 0, 0, 0 )? Only ent and tag is really needed, so maybe removing that might make it work. Dunno though, just throwing suggestions  :please:
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dont even need the tag really

Im pretty sure i did link two models to a grenade for my mustangs. Ill look later
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Not link a model to the grenade, I mean link the grenade to a model.
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Not link a model to the grenade, I mean link the grenade to a model.
you could always throw it into a while loop that constantly changes the grenades origin to the models position every 0.05 seconds, that might work but I'm not sure
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you could always throw it into a while loop that constantly changes the grenades origin to the models position every 0.05 seconds, that might work but I'm not sure

^ that works, i did that with the guard-dogs. Couldn't get linkto() working myself for the grenade either..
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^ that works, i did that with the guard-dogs. Couldn't get linkto() working myself for the grenade either..
i also did this for cherry and the retriever FX that play under the player on the floor

Code Snippet
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harrybo21_tomahawk_follow_angles( object )
{
self endon( "delete" );
while( isDefined( self ) )
{
self.origin = object.origin;
wait .01;
}
}
Last Edit: January 06, 2016, 08:59:39 am by Harry Bo21
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When you put it into a while loop, updating the origin, it stops the indicator hud from showing and the model does not show either.
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So is there a way to stop the HUD and the model of the grenade from hiding when I put the grenade origin on a loop?

 
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