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CaptainToenail
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Post subject: Floating Nails Posted: 01 May 2012, 22:48 |
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Icon of Sin |
Joined: 19 Dec 2009, 17:08 Posts: 1053
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If you fire the nailgun at large objects such as the palm tree or moveable sectors such as a lift or door you will be left with nails floating in mid-air which looks really naff. It's a shame because it's a cool idea to see nails imbedded in the wall.
Standard bullet puffs, while not as exciting would probably be the best way to prevent this happening.
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Xaser
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Post subject: Re: Floating Nails Posted: 02 May 2012, 05:13 |
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i am a xaser |
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Joined: 10 Jun 2010, 05:51 Posts: 554
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I'm currently at a loss for how to do this while keeping the stuck nails, since things like trees are solid but non-shootable (meaning only the projectile's standard Death state will ever be called). I wonder if there's some sort of reliable way to check if the actor's still attached to a wall or something and fall off if it's not.
Hmm, maybe I can spawn an actor with +THRUACTORS and see if it's stuck on something...
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Gez
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Post subject: Re: Floating Nails Posted: 02 May 2012, 12:06 |
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Site Admin |
Joined: 19 Jan 2010, 00:05 Posts: 1543
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Also, solving the problem with trees still wouldn't address the nails floating in the void after opening a door (normal or polyobject) or lowering a lift.
I want YOU to read the wiki . And this one too . Also, SLADE3.
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Tormentor667
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Post subject: Re: Floating Nails Posted: 06 May 2012, 18:10 |
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Site Admin |
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Joined: 11 Dec 2009, 18:51 Posts: 4269 Location: Germany
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As nails are now disappearing after some time, this can be considered as... well, semi-fixed
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