It's not filtering your props as you didn't execute a search. Put before Props = and after the findIncludePlayerProps...
findByClass("*")
Title mainly explains it all, but I'm trying to make a bullet explode when the ranger hits the world, the ranger is currently at the chip I think. And I need it to be at the holo
Would that even work? I believe rangerHull creates... a boxCode:Ranger1 = rangerHull(50,holoEntity(8):boxSize()) R1Dist = Ranger1:distance()
UPDATE
Heres the thing I use ATM, it doesnt seem to ignore my props, even tho I filtered it. Also just scales mid air...
Code:if(findCanQuery()) { findIncludePlayerProps(owner()) Props = findToArray() } holoAng(8,(MFP-holoEntity(8):pos()):toAngle()) rangerFilter(Props) Ranger1 = rangerOffsetHull(50,holoEntity(8):pos(),holoEntity(8):boxSize(),vec(1,1,1)) R1Dist = Ranger1:distance() if(R1Dist < 50 & LockFire) { Stop = 1 Scale += 0.8 holoMaterial(8,"models/effects/splode_sheet") holoScale(8,vec(1 + Scale, 1 + Scale, 1 + Scale)) }
Last edited by Mr G; 09-02-2010 at 11:09 AM.
It's not filtering your props as you didn't execute a search. Put before Props = and after the findIncludePlayerProps...
findByClass("*")
.siht daer ot gniyrt emit detsaw ev'uoY
Nope...Code:if(findCanQuery()) { findIncludePlayerProps(owner()) findByClass("*") Props = findToArray() } holoAng(8,(MFP-holoEntity(8):pos()):toAngle()) rangerFilter(Props) Ranger1 = rangerOffsetHull(50,holoEntity(8):pos(),holoEntity(8):boxSize(),vec(1,1,1)) R1Dist = Ranger1:distance() if(R1Dist < 50 & LockFire) { Stop = 1 Scale += 0.8 holoColor(8,vec(255,100,100)) holoMaterial(8,"models/effects/splode_sheet") holoScale(8,vec(1 + Scale, 1 + Scale, 1 + Scale)) timer("ExplodeAway",1000) }
Gravediggers gonna dig.
Bookmarks