Got it. Thanks.
Destroy/Create Item in Inventory?
#26
Posté 23 juillet 2014 - 03:07
#27
Posté 12 août 2014 - 01:21
BTW, you can find the details on that in the x2_inc_switches include.
#28
Posté 06 septembre 2014 - 01:28
I have absolutely no idea what that means, nor clue one how to attach the script to a weapon. Completely clueless. ![]()
#29
Posté 06 septembre 2014 - 08:45
The item property you add depends on what sort of tag-based script it runs. These are the most common ones I use.
On Hit script (weapons, ammo, armour, shields)
Script Name: i_itemtag_hc
On Activate script
Script Name: i_itemtag_ac
I have absolutely no idea what that means, nor clue one how to attach the script to a weapon. Completely clueless.
What it means is that when the conditions are met, some additional event will occur. Let's assume you've got a sword (tag "it_my_sword").
--> if there is a script named "i_it_my_sword_hc" (first i = item, last two letters = when the script is fired: ac = on activation, eq = when equipped, ue = when unequipped, etc), and this script reads:
//on hit script for a sentient blade.
void main()
{
string sString1 = "Thrust damn you, THRUST! I'm a sword, not a bloody axe!";
string sSound1 ="vs_fx0psycm_bat2";
SpeakString(sString1);
PlaySound(sSound1,TRUE);
}
the sword will speak each time it hits an opponent.





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