View Full Version : Bomy Weapons

08-03-2001, 03:33 AM
Ok I see alot of people asking how to amke bomy weapons, well Stefan didnt put the code in the scripting text yet, it is a hidden script instead of having weaponfired just put bomyweaponfired here is a example, the is the Bow Script for bomys
if (bomyweaponfired && playerdarts>0) {
freezeplayer 0.3;
setani shoot,wbow1.gif;
timeout = 0.25;
if (timeout) {
shootarrow playerdir;
playerdarts = playerdarts-1;

08-03-2001, 03:44 AM
Bomyweaponfired and Bomyweaponfiredw aren't hidden commands. Inside the bomy code, this is what they do:

if (swimming) {
callweapon selectedweapon,bomyweaponfiredw;
} else {
callweapon selectedweapon,bomyweaponfired;

callweapon is very usefull if you have a script that calls the command 'disabledefmovement', because 'weaponfired' doesn't work when 'disabledefmovement' has been called.

08-03-2001, 03:49 AM
I never really understanded that script, never understood the fucntion command that well either...

08-03-2001, 04:40 AM
for some reason, whenever i script a race, the callweapon part never quite works right