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Give us your input on how we may improve the ScriptAPI in the game in future versions.
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NearHuscarl
- Superfighter

- Posts: 97
- Joined: Thu Feb 07, 2019 4:36 am
Post
by NearHuscarl » Wed Mar 11, 2020 5:30 am
EDIT: Here is the solution
Code: Select all
// shell IDs: "ShellBig" "ShellSmall" "ShellShotgun" "ShellGLauncher"
// created shells will be automatically removed after a while
IGame.CreateObject("ShellBig");
I'd like to have a way to spawn a case when the gun recoils. Currently the API to do that is not exposed.

Last edited by
NearHuscarl on Sat Mar 21, 2020 5:45 pm, edited 1 time in total.
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JakSparro98
- Superfighter

- Posts: 530
- Joined: Fri Jul 15, 2016 7:56 pm
- Started SFD: PreAlpha 1.0.5
- Location: Rome, Italy
- Gender:
- Age: 26
Post
by JakSparro98 » Mon Mar 16, 2020 7:15 pm
Bullet shells are handled like any normal object for spawning, but they aren't documented in any place, for knowing the name of most of the editor entities you can press the AltGr key while hovering the mouse on the entity.
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NearHuscarl
- Superfighter

- Posts: 97
- Joined: Thu Feb 07, 2019 4:36 am
Post
by NearHuscarl » Mon Mar 16, 2020 8:31 pm
Thanks for the hint. The AltGr trick didn't work for me but I decompiled the game and get the ShellID from the weapon. It works perfectly now
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