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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Developer would tell you.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Try throwing a grenade at it, if it works then I think it is something to do with the models, where some take damage just fine and others don't. I stopped using that setcandamage because of this happening to me. I could be wrong. I found grenades worked but shooting the model didn't. I now wait for players to fire and check bullet trace, and if the player is looking at the object, and a few other things instead. Edit: Or use a trigger.
Also, I think you may want returns after each of your thread decide_tspawn_powerup(); so it doesn't try to spawn_tspawn_powerup(level.tspawn_powerup_model); undefined or the last level vars def.
This isn't the whole script I assume, missing decide_outside_powerup and others stuff, so I can't say what you are actually going for, but it looks like you will randomly select the order that the powerups will spawn, but will not spawn more than one of each?
FYI:
Personally I would use an array, randomize it, then go in new order of the array. I would also subtract from total instead of ++ to the number shot, and then check against <= 0. Saves you a variable, and prevents mistakes.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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ya the decide_outside_powerup is for the 2nd powerup to spawn in. and ya it will not spawn more than one of each.
I use to have it set up with the trigger_damage but since the models are different sizes. It only worked if the player shot in one specific spot, so I decided to try this setcandamage.
If I decide to do it with the bullet trace, how would I accomplish that?
EDIT: Just tried with grenades and the powerup does disappear, so I guess it is something to do with the model.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Well, you could waittill each player "weapon_fired" and then check if they can see the powerup.
You would get the powerup ent and thread a function that checked if they could see the powerup atm
Something like this: (I edited some old functions I had available atm)
I think I have more up to date versions of these functions at home, with more checks, but can't really remember. I can check if need be then.
There is supposed to be a function IsLookingAt, but it doesn't work for me, but it does work for some, which may be a better/easier alternative?
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It registers that I "shot the powerup" even if I wasnt aiming at it. So every time I shoot it acts like I am shooting at the powerup
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I can check tonight if I modified that function or not. I added an isdefined check to the one function up above to make sure its a good object. Get back to you later on that function then.
Edit: commented out the damagecone function call, I don't use it currently anymore, maybe that was something...
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Nope, still doing same thing.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
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I use to have it set up with the trigger_damage but since the models are different sizes. It only worked if the player shot in one specific spot, so I decided to try this setcandamage.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
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Why don't you create one trigger_damage for each powerup (with its size) and move them to the powerup origin?
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Why don't you create one trigger_damage for each powerup (with its size) and move them to the powerup origin?
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I was going to do that but frankly, I already have way too many triggers in the map doing different stuff. Didnt really want to add 4 more triggers(probably close to limit anyway)