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Two questions.
First Question:
Is there any way besides actionprojectile2() to cause something to happen when a projectile hits something? actionprojectile2() apparently cannot seem to differentiate between different projectiles. Say, If i want my projectile to explode when it hits a wall, actionprojectile2 will cause EVERY projectile to explode when it hits a wall. regardless of who shot it. And, since from what I understand, that there's currently no ways to find a projectile's id, generating a random number between 0 and 999999999, putting it in the projectile's params and copying it into a this.var, then putting if(params[whatever] == this.randval){blah;} still seems to trigger on every projectile. is there a way to find the id of the projectile yet? or is there a better function or method i should know about? Second Question: In one of my NPCs, I have it set so the players use a custom idle gani based on what weapon the have equipped. but when I tried it with another player, the custom idle gani seemed to only show clientside, and the regular idle animation was showed to everyone else (e.g. player A sees themself using the custom gani, but player B sees player A with the regular idle gani, and vice-versa) But from what I understand, such ganis should be globally viewable. what would normally cause this to happen? Bonus Question: Remember that old function reflectarrow? I don't suppose there're any functions like that that work with shoot() projectiles are there? |
1. You can use setshootparams() to change the parameters that are called when the projectile hits so you can differentiate the exploding projectiles from others.
2. I don't see why you'd have that problem you should be using: replaceani("idle", "newidle"); 3. Use setshootparams, and re-calculate where to shoot it back to based on your parameters. |
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Thanks for the help :D |
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