Replacing RPG Trail.
Is there anyway to remove/change the trail on a RPG rocket?
(Color,size, etc etc) |
Re: Replacing RPG Trail.
One "think" after an RPG spawns, it executes this:
Code:
So just send your own TE_BEAMFOLLOW after that. |
Re: Replacing RPG Trail.
But, wouldn't I need to hook the model/entity somehow? To even know the the RPG has been fired?
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Re: Replacing RPG Trail.
You only need to know that the rocket has been fired if you want to change the trail right after it's been fired. So, if that's the case, I'd hook either setmodel or think (and only set the trail on the first think, none after).
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Re: Replacing RPG Trail.
I would assume you're saying that if I send my own trail message on the first think, it will override the original?
Code:
(So I can completely hide the original trail, because mine just combines with it and makes it look all werid) |
Re: Replacing RPG Trail.
I'd use some sort of flag.
Code:
pev_iuser1 should be 0 by default. So it passes by the if statement unharmed the first time think is called, sets the value to 1 so that it knows not to do this again next time, and then executes your code. As for not getting the beams to coincide, you might have to kill the old beam first: Code:
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Re: Replacing RPG Trail.
Thanks, Avalanche. Worked fine. : D
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Re: Replacing RPG Trail.
I've tried this method with with team fortress classic's pipe bombs but new trail only took effect on alt fire if return PLUGIN_HANDLE is added to the bottom of the code as well as breaking pipe det which is supposed to be the alt fire. This method does nothing at all on pipe launch regardless of value returned.
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