If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
The betty model in the file isnt used, but it still exists. They just set a "fake model" in the same place as the original placed model is, not sure why
but i remember you could access teh grenade that you fired
like :
grenade detonate()
would make it explode, grenade delete(), would just remove it, but you have to do the waittill before it correctly ( I would show you what i mean but im on my work pc, not at home ), thats the only part youll need from the betty script
Last Edit: June 12, 2015, 11:40:40 pm by Harry Bo21
If you thread that function in your mapname.gsc, it should wait until you've thrown a grenade, and then it should check for a grenade hitting the trigger. After the grenade hits, it will both delete the grenade so that it does not explode, and give the player 20 points.
If you thread that function in your mapname.gsc, it should wait until you've thrown a grenade, and then it should check for a grenade hitting the trigger. After the grenade hits, it will both delete the grenade so that it does not explode, and give the player 20 points.
Will test this tomorrow, thanks. Although I dont get this part:
I used trigger_targetname as a variable, so you can pass different triggers through the function. Just change it from trigger_targetname to the targetname of your trigger in the watch_for_grenade() function, and you should be all set.
I used trigger_targetname as a variable, so you can pass different triggers through the function. Just change it from trigger_targetname to the targetname of your trigger in the watch_for_grenade() function, and you should be all set.