07-11-2014, 09:35 PM | #1 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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noannoyances doesn't include detpacks and pipes?
Just wondering why detpacks and pipes can still go off when grenades and other things do not when I have a trigger set with the name noannoyances. Is there a way around this?
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07-14-2014, 01:11 PM | #2 |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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Code:
function noannoyances:onexplode( explode_entity ) return EVENT_DISALLOWED end By default, it's set to check whether it's a grenade exploding, disallow if it is, but allow if it isn't. This will make any noannoyances in your map remove all explosions (detpacks, pipes - maybe RPG rockets as well, however).
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07-14-2014, 03:44 PM | #3 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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This didn't work. I replaced the original noannoyances grenade code from the base teamplay lua file with your function and it still prevents grenades from exploding, but detpacks and pipes still explode when they go off in game.
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07-15-2014, 09:24 AM | #4 |
Fortress Forever Staff
Join Date: Mar 2007
Location: europe
Class/Position: anything Gametype: everything Affiliations: #teamfail Posts Rated Helpful 27 Times
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That's annoying.
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07-17-2014, 03:55 PM | #5 |
worst ff player eu
Join Date: Jun 2012
Location: South Yorks., England
Class/Position: o - no, d - scout Gametype: IvDZ Posts Rated Helpful 18 Times
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Very strange.
I guess Lua simply doesn't recognise detpacks and pipes as exploding entities. Nothing you can really do in that case.
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