dmarkwick 261 Posted October 30, 2007 Does anyone know whether it's possible to force an event, say "fired", to happen in code? Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted October 31, 2007 Short of making the thing that triggers the event happen? No. However, if you really want a fired event to run on something, you could just make the unit fire, or just run the script on the unit manually. Share this post Link to post Share on other sites
dmarkwick 261 Posted October 31, 2007 Short of making the thing that triggers the event happen? No. However, if you really want a fired event to run on something, you could just make the unit fire, or just run the script on the unit manually. Bleah. I didn't think so Trying to think of solutions to this problem I have. Share this post Link to post Share on other sites
fasad 1 Posted October 31, 2007 If you did know which unit fires without the fired EH going off, why would you need the EH anyway? You can instantly set off a "fired" EH on a gamelogic with a weapon using the "useWeapon" action with no weapon discharge in the game world. Share this post Link to post Share on other sites
dmarkwick 261 Posted October 31, 2007 If you did know which unit "fires" without the fired EH going off, why would you need the EH anyway? Well I dunno - I'm casting about for solutions. The problem I have is that MP clients throwing grenades do not appear to be triggering a global "fired" event, but may well be triggering a local one. If I can somehow force a local "fired" event to then instantiate a global one it would solve a big problem I have. Share this post Link to post Share on other sites
TRexian 0 Posted October 31, 2007 The smoke is seen globally, though, right? Share this post Link to post Share on other sites
dmarkwick 261 Posted October 31, 2007 The smoke is seen globally, though, right? Yep - the smoke is fine. It's a really, really odd problem. I guess what you're getting at, with your keen lawyer's mind, is that the server has some knowledge of the fired event, right? And you're right I suppose. But as far as the scripting engine goes, I'm not seeing the (throw) fired event the way I see every other fired event. Share this post Link to post Share on other sites
TRexian 0 Posted November 1, 2007 hehehe I don't know about keen, but preen maybe? Anyway, I can kinda see how the "throw" event might not be conveyed (although something would have to trigger the right animation). Maybe looking to some other event to get the source point of the smoke? Any explosion would trigger the viewblock, right? Share this post Link to post Share on other sites
Op4 BuhBye 0 Posted November 1, 2007 If its a specific unit, or even a few, you could count their grenades and back door it that way. Share this post Link to post Share on other sites
fasad 1 Posted November 1, 2007 Is the smoke grenade is a global object, ie not created locally on each client? Share this post Link to post Share on other sites