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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Check sharpaiming, also sound question
Is it possible to check whether an actor is sharpaiming? And is there a way to play audio through lua or do you still need to spawn particles that do it?
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Fri Oct 05, 2012 11:33 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Check sharpaiming, also sound question
I haven't tested or heard tell whether PlaySound is working yet. You can try it or just do it the old way.
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Sat Oct 06, 2012 12:36 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: Check sharpaiming, also sound question
Code: if target.deviceState == AHuman.AIMING then Found something like this in the AI lua.
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Sat Oct 06, 2012 12:39 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Check sharpaiming, also sound question
If you are modifying the AI you can check deviceState like 4zK said but that variable can not be accessed by other scripts, so you have to check if the controller state is in AIM_SHARP if you are trying to figure out if another actor is aiming.
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Sat Oct 06, 2012 7:13 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Check sharpaiming, also sound question
Fantastic. I should be able to figure that out. Thanks. Edit: What part of the below is not working? I am running this on a HDFirearm in case that is important. Code: MovableMan:GetMOFromID(self.RootID):GetController():IsState(Controller.AIM_SHARP)
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Sat Oct 06, 2012 8:49 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Check sharpaiming, also sound question
My best guess is that GetMOFromID returns an MovableObject but GetController is a part of the Actor class, so that function is not available. Have you tried this? Code: local MO = ...GetMOFromID(id) if MO then local Actor = ToActor(MO) ...
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Sat Oct 06, 2012 2:35 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Check sharpaiming, also sound question
That did it! Thanks a lot Abdul! Now I just need to get some sounds. I'll probably use the old AEmitter way unless there's something better.
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Sat Oct 06, 2012 3:24 pm |
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