Game Modding | Call of Duty: Black Ops 3 | Scripting
xReaction:
Okay so I have 3 exploders here, and they're all classed as one exploder (in the exploder manager) so that when the exploder::exploder("explodername") is called in the script, it activates all of them. what would be the best way of stopping a specific exploder here, preferably without creating an exploder for each one as I want to be able to copy paste as many as I want without creating new exploders.
Is there a way to link exploders to triggers? Maybe I could somehow do that and check the trigger.target? I'm not sure but please let me know if you could help, cheers.
RaGe-74:
Okay so I have 3 exploders here, and they're all classed as one exploder (in the exploder manager) so that when the exploder::exploder("explodername") is called in the script, it activates all of them. what would be the best way of stopping a specific exploder here, preferably without creating an exploder for each one as I want to be able to copy paste as many as I want without creating new exploders.
Is there a way to link exploders to triggers? Maybe I could somehow do that and check the trigger.target? I'm not sure but please let me know if you could help, cheers.
xReaction:
You'll need to set them all up as individual exploders, same as if you were exploding a wall.