@RufusShinraSB wrote:
I’m still tinkering with the ammunition issue (being doing this on and off for nearly a decade now…) and I just realized that I can have a clean detection of the moment a specific weapon fires if I couple it with a Code Red requirement. Issue is, I can only print a string which confirms me the launch detection, but I am at a loss on how to get the information where I need it to be.
Does anyone know the answer to either of these:
How can I identify properly the ship doing the animation, knowing that the “ship” variable in the madstate file is very different from the ShipID associated to the ship itself and that it seems to change between games despite the ShipID remaining the same (I have my test ship in the startingfleet spawn list, did the same factions and maps, so on both games, the ShipID was 160 but the ship value from madstate was different)?
How can I transfer the information that the CodeRed animation or event was triggered to a LUA code or a global variable or anything that could be read by a CustomCode for the ship? I can print something to the log, but I’m not sure if we can get the log to be read ingame by other scripts, and we’d have to find the right string in the log too.
Thanks!
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