PrinceOfFunky wrote:I just noticed weapon pickups disappear when a mover crushes them, how can I prevent this from happening?
// Return true to abort, false to continue.
function bool EncroachingOn( actor Other ) {
...
if ( Other.IsA('Fragment') || (Other.IsA('Inventory') && (Other.Owner == None)) )
{
Other.Destroy();
return false;
}
...
Higor wrote:Tossed weapons should have bCollideWorld set to false.
The right question is: how you'll set that var at the right time?
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