Just looking at your code, I still see a relatively minor bug... if you throw a grenade over a wall, then switch to spade before it goes off, you won't get any kills... i'd have a condition statement at the beginning of your on_hit like
if grenade: #something like this, can't remember how I did it.
return connection.on_hit(...)
Edit:
I just checked my analyze script and I used this line to separate grenade damage from the rest:
if not grenade:
#do stuff
So you could do
if grenade:
return connection.on_hit(...)
Props to the idea though, this has always bothered me
[script] omgnospadingthroughwallsanymore
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Scripter
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cant test it right now but
if not self.world_object.can_see(pos.x, pos.y, pos.z) and self.tool == SPADE_TOOL and not grenade and self.team != hit_player.team: return False
would solve that right?
Edit: okay solved
if not self.world_object.can_see(pos.x, pos.y, pos.z) and self.tool == SPADE_TOOL and not grenade and self.team != hit_player.team: return False
would solve that right?
Edit: okay solved
Last edited by Dr.Morphman on Sun Apr 06, 2014 3:41 pm, edited 1 time in total.
That should solve it... assuming you can sleep at night with super long if statements :D JK I'll probably end up using this script eventually.
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