Quote:
Originally Posted by deprale
Try to play with the sequence, not just setting the movetype to none, this is probably why it's rapidly moving and doesn't explode.
engine_const.inc -> line 71 (EV_INT_sequence)
OR if you have REAPI -> RegisterHookChain(RG_CGrenade_Explode(YOURNAD EHERE)Grenade, "CGrenade_Explode(YOURNADEHERE)Grenade_Po st", true);
you can get the origins on the first bounce and then use EngFunc_PlaybackEvent to explode it.
https://github.com/s1lentq/reapi/blo...ok_list.h#L213
|
Thanks for reply.
I managed to do your first method with
entity_set_int(toucher, EV_INT_movetype, MOVETYPE_NONE)
entity_set_int(toucher, EV_INT_sequence, 0)
now it doesnt move, but when it gets stuck on the wall, it doesnt explode ( im using zombie plague, so when the flare stucks on the walls, it doesnt turn on as a flare, but on ground it works perfect )