03-25-2013, 01:40 PM
03-25-2013, 01:55 PM
Code:
void OnStart()
{
SetEntityCallbackFunc("KEYNAME", "HelmetDissapear");
}
void HelmetDissapear(string &in asEntity, string &in type)
{
SetEntityActive("HELMETNAME", false);
}
NOTE: THE HELMET AND THE ARMOR HAS TO BE A SEPERATE ENTITY!
03-25-2013, 02:07 PM
(03-25-2013, 01:55 PM)JustAnotherPlayer Wrote: [ -> ]Change KEYNAME to whatever your key name is and HELMETNAME to whatever your helmet's name on the armor.Code:void OnStart()
{
SetEntityCallbackFunc("KEYNAME", "HelmetDissapear");
}
void HelmetDissapear(string &in asEntity, string &in type)
{
SetEntityActive("HELMETNAME", false);
}
NOTE: THE HELMET AND THE ARMOR HAS TO BE A SEPERATE ENTITY!
But the helmet and armour are the same entity. There is no complete armour without a helmet in the editor.
03-25-2013, 02:10 PM
(03-25-2013, 02:07 PM)Storfigge Wrote: [ -> ]Yeah but, there are parts for it. There's the breast plate, the glove, boot and the head. Just arrange them. Check the Static Physics box at all parts except the head. This keeps it from falling.(03-25-2013, 01:55 PM)JustAnotherPlayer Wrote: [ -> ]Change KEYNAME to whatever your key name is and HELMETNAME to whatever your helmet's name on the armor.Code:void OnStart()
{
SetEntityCallbackFunc("KEYNAME", "HelmetDissapear");
}
void HelmetDissapear(string &in asEntity, string &in type)
{
SetEntityActive("HELMETNAME", false);
}
NOTE: THE HELMET AND THE ARMOR HAS TO BE A SEPERATE ENTITY!
But the helmet and armour are the same entity. There is no complete armour without a helmet in the editor.
Hey, dude. So i made an armor out of the pieces and....
NOT BAD.