Quote:
Originally Posted by Neuro Toxin
Lets skip past what you think the solution is a double check your XY problem.
What are you trying to do?
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I'm trying to create a dropped weapon with the same properties of the player's active weapon without removing the active weapon A.L.A dead ringer weapon drop. I'm trying to recreate a feign death
I want to spawn the dropped weapon on the coordinates of the player's weapon bone.
I initially used
SetParent and
SetParentAttachment but after I decided to spawn a dropped weapon using gamedata, it's physics no longer work/sleep and it stays frozen in the air if I used the parent method, which I don't want it to. The physics'll work if I just leave it alone after spawning, but then it won't spawn on the player's weapon bone.
Yes I tried the
Wake input and no, it doesn't work because the dropped weapon doesn't have the input.