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Re: model shoot
[Re: Xarthor]
#80113
07/01/06 00:16
07/01/06 00:16
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Joined: May 2005
Posts: 222
tek
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Posts: 222
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Re: model shoot
[Re: tek]
#80114
07/01/06 20:56
07/01/06 20:56
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Posts: 222
tek
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Re: model shoot
[Re: tek]
#80115
07/02/06 05:13
07/02/06 05:13
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
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Expert
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Germany, Luebeck
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EDIT: Case cleared for me. Alright lets do this then ![](/ubbthreads/images/graemlins/wink.gif) Here is the code I came up with: (not tested) Code:
string arrow_str = <arrow.mdl>; //your arrow model
function arrow_event() { //hit an entity? if(event_type == event_impact || event_type == event_entity) { if(you == player) //player = pointer to your player model { you.health -= 25; //do damage } my.skill1 = 1; //set my skill 1 so I get removed } //hit a wall? if(event_type == event_block) { my.skill1 = 1; //remove me } }
action arrow_act { my.enable_impact = on; my.enable_entity = on; my.enable_block = on; my.event = arrow_event; my.skill1 = 0; while(!my.skill1) { //change the 5 for making the arrow faster or slower //if there is a syntax error with time_step, change it into time c_move(my,vector(5*time_step,0,0),nullvector,ignore_passable); wait(1); } wait(1); //just to be safe ent_remove(me); }
action arrow_creator { my.invisible = on; my.passable = on; my.skill1 = 0; while(!my.skill1) //get rid of this entity by setting skill1 to 1 { you = ent_create(arrow_str,my.x,arrow_act); you.pan = my.pan; //let the arrow face the same way wait(-5); //wait 5 seconds } wait(1); ent_remove(me); }
Thunder
Last edited by Thunder; 07/02/06 08:38.
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