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need script to disable gibs
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- The_JOKER
- Fighter

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need script to disable gibs
I'm making a new map, but player gibs is making glitch.
I need a script to disable player's gibs. as a full script, pls.
I need a script to disable player's gibs. as a full script, pls.
0 x
- JakSparro98
- Superfighter

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I don't think it's possible to disable completely the gib, you can add health on dead bodies but you cannot avoid a bazooka shot making a player explodes in pieces.The_JOKER wrote:I'm making a new map, but player gibs is making glitch.
I need a script to disable player's gibs. as a full script, pls.
Is your issue related to the objects spawned with the player explosion or a bug from other scripts?
0 x
- gwendalaze
- Superfighter

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- Title: Jarate Yellow Belt
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You can remove them on spawn, but I don't think it'll fix any performance issue.
0 x
- Gwendalaze, failing at being fun, just like this signature
- The_JOKER
- Fighter

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some players are squashed by blocks, and some gib is not squashed and remain between block.gwendalaze wrote:You can remove them on spawn, but I don't think it'll fix any performance issue.
it doesn't make bad performance, but in visual...
0 x
- Motto73
- Superfighter

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If I understood correctly, you want to remove the giblets when they are spawned. This script removes all giblets spawned as fast as possible:The_JOKER wrote:some players are squashed by blocks, and some gib is not squashed and remain between block.gwendalaze wrote:You can remove them on spawn, but I don't think it'll fix any performance issue.
it doesn't make bad performance, but in visual...
Code: Select all
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" };
public void Update(){
for (int i = 0; i < 4; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames[i]))
giblet.Remove ();
}
}
2 x

- The_JOKER
- Fighter

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yes, its ok if it remove gibs as fast as it can, but script you gave me doesn't seem to work on my map. did i missed something?Motto73 wrote: If I understood correctly, you want to remove the giblets when they are spawned. This script removes all giblets spawned as fast as possible:You dont need any other trigger or things, just paste this into your script.Code: Select all
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" }; public void Update(){ for (int i = 0; i < 4; i++) { foreach (IObject giblet in Game.GetObjectsByName(gibNames[i])) giblet.Remove (); } }
0 x
- Motto73
- Superfighter

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The_JOKER wrote:yes, its ok if it remove gibs as fast as it can, but script you gave me doesn't seem to work on my map. did i missed something?Motto73 wrote: If I understood correctly, you want to remove the giblets when they are spawned. This script removes all giblets spawned as fast as possible:You dont need any other trigger or things, just paste this into your script.Code: Select all
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" }; public void Update(TriggerArgs args){ for (int i = 0; i <= 4; i++) { foreach (IObject giblet in Game.GetObjectsByName(gibNames[i])) giblet.Remove (); } }
Ok i made something wrong with the update method..
Use a OnUpdateTrigger with method Update. this should fix it.
I'm sorry for this...
0 x

- The_JOKER
- Fighter

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oh, I think this is right one
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" };
public void Update (TriggerArgs args){
for (int i = 0; i < 5; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames))
giblet.Remove ();
}
}
Now all gibs are removed. Thanks for the script and help
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" };
public void Update (TriggerArgs args){
for (int i = 0; i < 5; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames))
giblet.Remove ();
}
}
Now all gibs are removed. Thanks for the script and help
0 x
- Motto73
- Superfighter

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The_JOKER wrote:oh, I think this is right one
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" };
public void Update (TriggerArgs args){
for (int i = 0; i < 5; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames))
giblet.Remove ();
}
}
Now all gibs are removed. Thanks for the script and help
i fixed them up there already
1 x

- gwendalaze
- Superfighter

- Posts: 84
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Motto73 wrote:The_JOKER wrote:oh, I think this is right one
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" };
public void Update (TriggerArgs args){
for (int i = 0; i < 5; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames))
giblet.Remove ();
}
}
Now all gibs are removed. Thanks for the script and help
i fixed them up there already
you should have used the onUpdate event that has been implemented recently
0 x
- Gwendalaze, failing at being fun, just like this signature
- The_JOKER
- Fighter

- Posts: 38
- Joined: Mon Jul 18, 2016 2:35 am
- Title: I'm Korean JOKER :)
- SFD Account: JOKER_Korea
- SFD Alias: JOKER
- Started SFD: April 2016
- Location: South Korea
- Gender:
- Age: 25
- Contact:
string[] gibNames = { "Giblet00", "Giblet01", "Giblet02", "Giblet03", "Giblet04" };
public void Update(TriggerArgs args){
for (int i = 0; i <= 4; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames))
giblet.Remove ();
}
}
Yes, anyway thank you everyone
public void Update(TriggerArgs args){
for (int i = 0; i <= 4; i++) {
foreach (IObject giblet in Game.GetObjectsByName(gibNames))
giblet.Remove ();
}
}
Yes, anyway thank you everyone
1 x