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 Post subject: Collision Script Help
PostPosted: Wed Oct 24, 2012 4:03 pm 
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Joined: Mon Dec 05, 2011 1:14 am
Posts: 242
Hello.....I applied a script that StepS and Zed made for collisions (Evil Santa) to a few of my weps but one thing goes wrong......When I apply the col mask script to a wep it works fine but if the wep has clusters the clusters do not get applied a Col Mask......

If I set this value to true like so.....

override CMissile::CMissile(CObject* parent,CWeaponLaunch* ldata,CShootDesc* sdata)
{
super;
SType = true;

then the clusters DO have have Col Masks.......but then every other wep in the game gets applied one too oO.......So i think I'm missing sumthing...but ya I'm not sure how to properly get the clusters affected without having the other weps affected....any help would be much appreciated.....


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 Post subject: Re: Collision Script Help
PostPosted: Wed Oct 24, 2012 5:21 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
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the santa way is old, and very buggy. You can use override of CMissile::Collide (CMissile is any weapon like grenade, missile, cluster, bombs, animals, except mines and arrows)


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 Post subject: Re: Collision Script Help
PostPosted: Wed Oct 24, 2012 6:37 pm 
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Deleted...


Last edited by Curtis on Wed Oct 24, 2012 11:17 pm, edited 1 time in total.

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 Post subject: Re: Collision Script Help
PostPosted: Wed Oct 24, 2012 7:38 pm 
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Code:
CGObject *sobj;
CMissile *smis;   
sobj = CGObject(Env->Objs.Objs[Env->Objs.Count-1]);


the script only detects the missile you have shot. other missiles are not the ones you have shot.
i don't know how to differ the clusters of a particular weapon from the normal clusters.
you better forget it ;)
otherwise, do a huge script with your own redesigned clusters engine :)


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 Post subject: Re: Collision Script Help
PostPosted: Wed Oct 24, 2012 7:57 pm 
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Joined: Mon Dec 05, 2011 1:14 am
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:( awww.....
ok so cluster engine.....where do i start?
jk :)
thanks anyway StepS....
I'll just make a private lib with it set at true


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