Author Topic: BehemothProgrammer's MP addons v1.0  (Read 9690 times)

Offline Dinomite

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Re: BehemothProgrammer's MP addons v1.0
« Reply #20 on: July 20, 2018, 08:00:43 AM »
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Offline BehemothProgrammer

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Re: BehemothProgrammer's MP addons v1.0
« Reply #21 on: July 21, 2018, 07:11:26 PM »
Does this kind of particle spawn statement:
Code: [Select]
BP::Spawn::.Particle(BP_Particle_Groundpound, @self, self.Origin() + kVec3(0.0f, 0.0f, 20.0f)); not work for weapon scripts? I've been trying everything to get this to work with weapons.
You have a period before .Particle

Hey man how come the Damage Type for Nukes which is Event Type 33 causes explosive damage event  type 17 instead? Did you disable this somehow? Can it be fixed?
I don't know. I'll have to look into that sometime.
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Offline Victorious_Games

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Re: BehemothProgrammer's MP addons v1.0
« Reply #22 on: July 21, 2018, 07:38:16 PM »
Yeah even after removing that dot I still got errors for some reason. I went about getting what I wanted another way. It's all good.

Please check into that NUKE event type 33. Something changed after I started using your script set up as a base. I really don't know why it happened either.
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Offline BehemothProgrammer

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Re: BehemothProgrammer's MP addons v1.0
« Reply #23 on: July 24, 2018, 11:46:20 AM »
Seems it doesn't do the Nuke effect on enemies if they have a ScriptComponent attached to them.
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Offline Victorious_Games

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Re: BehemothProgrammer's MP addons v1.0
« Reply #24 on: July 24, 2018, 11:58:48 AM »
Oh ok. Thanks for looking into that. I guess I'll have to do without. I only wanted that event type for the new alternate fire attack for the Sunfire Pods. I'm not gonna sacrifice the ability to spawn more enemies via script or the new damage and death skins I'll be adding for that one weapon. They can just blow up for all I care.
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