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Thread: Collision

  1. #41
    Developer RyBack's Avatar
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    Quote Originally Posted by Veers View Post
    But you forgot that bullets and projectiles are going through the trigger.
    Code:
    	spawn trigger_multipleall spawnflags "144" targetname "metalsoundtrig"
    	$metalsoundtrig.origin = ( 1931 -1686 -255 )
    	$metalsoundtrig setsize ( -302 -81 0 ) ( 31 81 129 )
    	$metalsoundtrig setthread soundplay
    	$metalsoundtrig wait 1
    Last edited by RyBack; August 9th, 2014 at 09:55 AM.

  2. #42

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    Like i said its just a cheap hack, could be made better with multiple shape triggers to emulate the tank shape etc

  3. #43
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    spawnflags "144" only detects the projectiles but doesn't stop them.

  4. #44

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    The tank will stop them dont worry lol

  5. #45
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    I think we need a new stuff for doing that.

  6. #46

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    The intention was to detect bullets or projectiles and play the metal sound when they hit the trigger - which is around your tank (that you dont have collision for).

  7. #47
    Developer RyBack's Avatar
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    yeh & immune will stop bullets/projectiles

  8. #48
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    Tank will stop the bullets and projectiles if it's solid. When the tank is solid, the clip will be pointless.
    The solid command doesn't follow the shape of the tank and by the way making lags as well. The trigger "hack" could make just a likeness that it has metalmask, but lags and other disadvantages still stay.

    Sorry Cobra but i didn't start this thread for the intervention of detecting bullets and projs and the likeness of a metalmask. I wanted a possibility to load new masks into existing maps for the reasons i wrote above.

  9. #49

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    I know Veers, i cant think of a way to do it without using Radiant

  10. #50
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    If we could get the original SP map files but i think EA lost that.

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