.:HyPeX:. Posted December 2, 2015 Share Posted December 2, 2015 Hello, is there any event wich is cancellable as the title suggests? Becouse i'm using onClientProjectileCreation combined with onClientKey, but onClientKey would just work for one key and binding another one ruins it, and teleporting the missile away causes a nasty effect for the client if using only the first event (Rockets dissapear and it isnt cool). Link to comment
John Smith Posted December 2, 2015 Share Posted December 2, 2015 use destroyElement(source) in onClientProjectileCreation event to destroy the projectile, no need to teleport it anywhere Link to comment
.:HyPeX:. Posted December 2, 2015 Author Share Posted December 2, 2015 use destroyElement(source) in onClientProjectileCreation event to destroy the projectile, no need to teleport it anywhere Destroying a projectile makes it explode, so you'd be insta-killed by the explosion. Link to comment
Moderators IIYAMA Posted December 2, 2015 Moderators Share Posted December 2, 2015 Use both. But I do not understand how you get this problem in the first place. That bindKey scenario is very unclear because it is incomplete for me as reader. In my damage over write script I am working around it, by calculating the damage of explosions serverside. And sync the effects with triggerLatentClientEvent > client createExplosion(damaging = false). Link to comment
.:HyPeX:. Posted December 3, 2015 Author Share Posted December 3, 2015 Use both.But I do not understand how you get this problem in the first place. That bindKey scenario is very unclear because it is incomplete for me as reader. In my damage over write script I am working around it, by calculating the damage of explosions serverside. And sync the effects with triggerLatentClientEvent > client createExplosion(damaging = false). I'm wanting to stop players from spraying with the vehicle (hunter) missiles all arround and only shooting 3 in 5 seconds, i found out the best option was toggleControl in the end. Link to comment
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