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How to make any wepaon shoot a spawnable item https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=1135 |
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Author: | Bullet-ProofMonk [ Thu Jul 13, 2006 12:01 am ] |
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Author: | dcx_badass [ Thu Jul 13, 2006 2:57 pm ] |
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Author: | Superfuzz [ Thu Jul 13, 2006 5:17 pm ] |
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Author: | dcx_badass [ Thu Jul 13, 2006 6:07 pm ] |
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Author: | dcx_badass [ Thu Jul 13, 2006 7:26 pm ] |
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Author: | Superfuzz [ Thu Jul 13, 2006 7:52 pm ] |
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Author: | dcx_badass [ Fri Jul 14, 2006 10:20 am ] |
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Thanks, how will i know if an object has a spawner attached, well i can tell in game such as the scud but, how will i know which part to use, like SCUD or theres SCUDROCKET how would i find which has the spawner attached, or is it trial and error? |
Author: | Superfuzz [ Fri Jul 14, 2006 5:00 pm ] |
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I found out by looking very closly at the code. If it has a spawned added to it, you will see all the spawn code for it somwhere (usualy in the same file). (Unless they changed the SCUD in DCX, it doesnt have a spawner on it). There was a post a page or so ago that mentioned a possibility of addtemplating a spawner to any projectile, you might want to look into that. If you look at the original code (not my code, but the stock DC_F code) for the projectile mentioned on the first page, that will give you an example of what to look for. |
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