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onVehicleFire


.:HyPeX:.

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Posted

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).

My ingame nick is ~HyPeX~

BF3 Gamemode Progress: ~30% - Currently working on AI & MapManager

gKhdyRJ.png

Posted

use destroyElement(source) in onClientProjectileCreation event to destroy the projectile, no need to teleport it anywhere

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Ingame name: ZoeN

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Posted
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.

My ingame nick is ~HyPeX~

BF3 Gamemode Progress: ~30% - Currently working on AI & MapManager

gKhdyRJ.png

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Posted

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).

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Posted
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.

My ingame nick is ~HyPeX~

BF3 Gamemode Progress: ~30% - Currently working on AI & MapManager

gKhdyRJ.png

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