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How to handle something...


Adler
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This is for my laser script by the way. It's currently using a weird method that I devised to destroy things at the moment: shooting RCCAMs attached to BBALL_COLs to explode where it collides. That caused some bugs though because I think some of the BBALL_COLs are colliding with each other or something else that causes them to explode right in front of the hydra at times.

 

The first way I wanted to do this was by getting a handle on an actor or car between the endpoints of the laser (simulated using searchlights) but I couldn't find a way to do it. Does anyone know how to do this? I figure it should have some kind of math stuff or something but that's as far as I got with that. tounge.gif

23088_s.gif

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At first I thought the same thing, so using a model with collision applied and throw it in front of the player it should work. Well, there's something more interesting to consider: the laser has to be picked in relation of the camera and its point position to avoid some weird dot positions while the object collides. I don't know if there are different ways than making a lot of iterations before finding the real dot position more accurately. Take a look at this script: <pmed to Alder>.

 

It's in the early beta stage, but I really would like to complete and shut down that awful entity lag regarding SA rendering. dozingoff.gif

 

Please, use this ONLY for personal purpose because I lost a lot of time to make this possible. turn.gif

Edited by Wesser

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Yeah, I'll do it instead. wink.gif

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
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Meh it's just a remote controlled camera disguised as a flowerpot. I think a lot of people use it for things since it's so small (other than that idk why). And thanks for the script Wesser. I'll study it some more today. smile.gif

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