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Originally Posted by fowlplay4
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.
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I was doing that before, but it looks like it needed more tweaks. I've got it working now, but it strikes me as a bit more convoluted than it needs to actually be. I do hope Stefan incorporates a better alternative soon. (if not already in v6)
Quote:
Originally Posted by fowlplay4
2. I don't see why you'd have that problem you should be using: replaceani("idle", "newidle");
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I had been setting the gani to the alternative instead based on the player's weapon. I tend to avoid setani in the past to avoid problems in case something doesn't switch back. But I'll give this a shot.
Quote:
Originally Posted by fowlplay4
3. Use setshootparams, and re-calculate where to shoot it back to based on your parameters.
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There was this trick i found out where you could use reflectarrow on all of the arrows in the area over and over. it make it seem like a time stop or something so it was neat. But perhaps I may be able to chop together some kind of way to emulate that.
Thanks for the help
