OnPlayerWeaponShot vs. Melee Weapons
#1

I've before created a mining script, it used IsPlayerInRangeOfPoint to check how near a player was when they swung a shovel... I figured I could create a new version of this script using OnPlayerWeaponShot, but the shovel/melee weapon(s) aren't detected... Maybe an OnPlayerMeleeWeaponSwung {All melee weapons are swung} function would resolve this! So, who all agrees?

(I also had a lumber jack script! But instead of shovel, obviously I used the chainsaw!)
Reply


Messages In This Thread
OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 23.02.2014, 09:20
Re: OnPlayerWeaponShot vs. Melee Weapons - by newbienoob - 23.02.2014, 09:26
Re: OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 23.02.2014, 09:30
Re: OnPlayerWeaponShot vs. Melee Weapons - by Bingo - 23.02.2014, 09:33
Re: OnPlayerWeaponShot vs. Melee Weapons - by newbienoob - 23.02.2014, 09:38
Re: OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 23.02.2014, 09:41
Re: OnPlayerWeaponShot vs. Melee Weapons - by FufLa - 23.02.2014, 19:31
Re: OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 23.02.2014, 21:23
Re: OnPlayerWeaponShot vs. Melee Weapons - by Scenario - 23.02.2014, 21:26
Re: OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 23.02.2014, 21:55
Re: OnPlayerWeaponShot vs. Melee Weapons - by Hiddos - 24.02.2014, 02:32
Re: OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 24.02.2014, 07:24
Re: OnPlayerWeaponShot vs. Melee Weapons - by Strawhats - 24.02.2014, 09:02
Re: OnPlayerWeaponShot vs. Melee Weapons - by Crayder - 25.02.2014, 07:13

Forum Jump:


Users browsing this thread: 1 Guest(s)