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PostPosted: Mon Oct 09, 2017 11:28 pm 
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sub-entity scripts: I cant get them work in 1.84.

they dont respond to
Code:
this.shipDied = function() 
Code:
this.shipSpawned = function()

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PostPosted: Tue Oct 10, 2017 4:50 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Not sure about the spawning one, but instead of shipDied, have you tried entityDestroyed or shipRemoved?

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PostPosted: Tue Oct 10, 2017 8:11 am 
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Quote:
Not sure about the spawning one, but instead of shipDied, have you tried entityDestroyed or shipRemoved?
Thanks. entityDestroyed works.

I just discovered this on the wiki in regard to shipSpawned "Note that this is not called for subentities - if subentities need specific set up running, this must be called from the main ship's handler."

I missed it when i last read it.

Thanks anyway. :)

I'm redoing some Turret code with articulated turrets with a base and a barrel rotating like the gunhouses and barrels on ships. My old approach was a main ship script, but having a script pr Turret would be an easier approach.

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PostPosted: Tue Oct 10, 2017 2:28 pm 
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I used aiStarted instead. just for the record.

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PostPosted: Sun Oct 22, 2017 10:08 am 
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Location: Aboard the Pitviper S.E. "Blackwidow"
Quote:
I'm redoing some Turret code with articulated turrets with a base and a barrel rotating like the gunhouses and barrels on ships.

I like this concept!

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