My suggestion is to add an on creation event for projectiles so that scripters can alter their properties immediately as they are born. Although timers do the same job, they are sometimes unreliable. One example of this issue is when a player is too close to the origin of the bullet and gets hit by it instead of the substitute projectile that the script was meant to create.
Overall this is more of a quality of life improvement.
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gunshot event
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- Danger Ross
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- Gurt
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I'm not sure this is possible. Once a projectile is created it does some tunneling checks you can't override and if the tunneling check hits something the projectile can't really be read from the ScriptAPI at all in any update as it's created and destroyed pretty much immediately. You can only listen on the ProjectileHit event. It would be dangerous to allow the script to change the position for example during this phase. I will take the suggestion into consideration though.
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Gurt
- Gurt
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Update:
Events.ProjectileCreatedCallback will come after v.1.3.0b. This is run before the projectile's first update cycle. See viewtopic.php?f=22&t=3770 for details.
Events.ProjectileCreatedCallback will come after v.1.3.0b. This is run before the projectile's first update cycle. See viewtopic.php?f=22&t=3770 for details.
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Gurt