how do i define a surface to be "rope-able"- how can i create, lets say, a wooden wall that can be climbed with ropearrows
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rope arrows
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(surfaceString~="ThiefFootsteps.FT_Wood.THWoodStep ") ||
(surfaceString~="ThiefFootsteps.FT_Dirt.THDirtStep ") ||
(surfaceString~="ThiefFootsteps.FT_Carpet.THCarpet Step") || (surfaceString~="ThiefFootsteps.FT_Snow.THftsnow")
These are the condition for rope arrows to work. There is no real way around it - it works directly off the name of the sound effect (which is probably the only way it could have been done).
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It really doesn't matter what the walk sound is, the texture won't be on the floor if you want it to be vineable...
EDIT: That was too vague. What I mean is: don't worry about the player making a wood walking sound on a metal floor, as long as the texture is just on a wall or ceiling, you'll never hear the sound.It's not my fault everything you like is terrible.
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Originally posted by Alpha-OmegaThere has to be other coded surfaces that will accept a rope arrow too right? You can shoot one into a grass texture and it will stick too.
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Originally posted by immortius(surfaceString~="ThiefFootsteps.FT_Wood.THWoodStep ") ||
(surfaceString~="ThiefFootsteps.FT_Dirt.THDirtStep ") ||
(surfaceString~="ThiefFootsteps.FT_Carpet.THCarpet Step") || (surfaceString~="ThiefFootsteps.FT_Snow.THftsnow")
However, for those that ain't too sure of UScript, heres what it basically means:
-If a texture has footstep sounds of Wood/Dirt/Carpet/Snow, then vine arrows will stick into it
(Sorry, for restating your previous post Immortius, but I'm surprised that no one has even thanked you for digging out the UScript statement that answers the main question asked in this thread)
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