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sphere_combat >.<
Author Message
Murmur
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Posts: 33
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Likes Received: 2 in 2 posts
Joined: Feb 2013
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Post: #5
RE: sphere_combat >.<
Awesome, thank you darksun84. I'm one step closer to getting this figured out.

So I messed around with this earlier, I created my e_player.scp, uncommented EventsPlayer and confirmed that [EVENTS e_player] with @HitTry and confirmed it works with a SAY for debugging.

I created a quick and simple block to test with.

Here is the code I created with your help:

Code:
[EVENTS e_player]

ON=@HitTry

ARGN1=1

SAY ARGN1 is <ARGN1>

[EOF]

Looks like I'm getting my intended results. THANK YOU!

However (nothing can ever go smooth, right?) archery does not seem to adhere to these rules. I'm assuming there is something hardcoded preventing a normal i_bow from firing 10 arrows a second, like it does with daggers and halberds (thats all I tested it with, Im assuming all the other melee weapons work).

Any ideas what else I should be overriding to get my bow to fire super fast too?

Thanks again for all the help!

-Murmur

*you glance to your left to a region you just surveyed... you glimpse a magical being, more shadow than substance, caught midway in transformation... the figure smiles, the corners of his mouth jut upwards slightly on the edges, suddenly stretched to a length not at all human...*
05-05-2017 01:47 PM
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Messages In This Thread
sphere_combat >.< - Murmur - 05-04-2017, 01:26 PM
RE: sphere_combat >.< - Coruja - 05-04-2017, 02:30 PM
RE: sphere_combat >.< - Murmur - 05-04-2017, 03:25 PM
RE: sphere_combat >.< - darksun84 - 05-04-2017, 07:18 PM
RE: sphere_combat >.< - Murmur - 05-05-2017 01:47 PM
RE: sphere_combat >.< - darksun84 - 05-05-2017, 06:41 PM
RE: sphere_combat >.< - Murmur - 05-06-2017, 02:29 PM
RE: sphere_combat >.< - bmanny - 05-08-2017, 06:25 AM
RE: sphere_combat >.< - Murmur - 05-08-2017, 07:19 AM
RE: sphere_combat >.< - bmanny - 05-08-2017, 07:21 AM

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