Quote:
► Firing some collision weps near the ground close to worm might give an error but as long as you try
to avoid it shouldn't be an issue.
one of the simplest workarounds is adding a null-check in line 34 of collisions script:
Code:
32: ...
33: tballo = CGObject(Env->Objs.Objs[Env->Objs.Count-1]);
34: if (tballo != NullObj)
35: if(tballo->ClType == OC_Missile)
36: ...
WA creates NullObj when worm shoots ground beneath himself.
btw, Curtis, is it possible to disable weapon movement in worm's hands? some hl-gamers dislike it.
and, yeah. one more thing.
from javelin script in damage-function:
Code:
local damage = 1;
if(weap->CheckName("Javelin") == true)
{damage = 20;}
there is one problem with this code: javelin's damage (as well as crossbow's and ninja star's) is untweackable.
i play a ktk scheme usually that has separate lib called javelin7dmg.pxl. i think you have an idea why it is separated
. can you please make some sort of parameters (at least global, because there are no classes for javelin and crossbow) in your lib to be able for users to tweak damage.