Activator Projectile check?

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Activator Projectile check?

Postby Ravick » Sun Mar 04, 2018 3:06 pm

Hi there.

So, I'm making a wall that must be hit by a special projectile (wich TID is 13763) to active a script. It should not work with any other projectile.

I've tried this*:

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If  ((SohUmaVezKCT3==true) && (ActivatorTID()==13763))


But it seems to not get the projectile's TID. Is there a way to a script to check wich projectile hit the wall that did call it?

Thanks in advance!


____
* That 'SohUmaVezKCT3' bool var is alread true when player gets there. I'm sure it is not the problem.
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Ravick
Do what thou wilt, since you don't bug the hell out of me!
 
Joined: 22 Aug 2010
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Re: Activator Projectile check?

Postby Blue Shadow » Mon Mar 05, 2018 4:47 am

It could be that the engine is considering the shooter of the projectile as the activator. Try setting the MissilesActivateImpactLines flag in your map's definition.
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Re: Activator Projectile check?

Postby Ravick » Mon Mar 05, 2018 11:04 pm

Yes, it was the case. I've used Printbold to see áctivators for the script in different tests, and I could see that the MapSpot that is used to create the projectile via ACS was being considered the activator.

Thanks, Blue Shadow.
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Ravick
Do what thou wilt, since you don't bug the hell out of me!
 
Joined: 22 Aug 2010
Location: Tubarão, Brasil


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