Thank you so much!
This is the best script ever (pls release my family)
Hey pickle!, i sent you the info to do the thing with the bullets, can you investigate that?
lov u <3
Will check now, thanks!
Great script thank you for this free release. The only issue i have is after I throw the weapon I then do the animation to holster the weapon.
That is inventory related, you would need a way to cancel the process for putting away weapons when the item is removed.
Nice script!
suggestion: when you throw and hit a player, it will take damage to that player
While I wish I could do this, the way it would have to be coded would cause the idle ms to be higher than 0ms.
another suggestion: when u pick it up, youāre holding the weapon
You could make a thread active when thrown that checks for hit entities, keeping idle usage down and only checking for a second or two ( potentially even just validating the weapon hit the ground ).
Actually couldnāt you handle CEventObjectCollision? If I get around to testing Iāll report back my finding or PR
I use OX inventory and thank you ill have a go at working it out
Interesting, let me try doing that!
Yeah I wasnāt able to get any of the collision events to work with the thrown entity. I have sorted a thread to check for collision though.
Sounds good, I tried it too with my next script and had the same result.
Iāll be testing my thread system once I can push my copy to my dev server and get someone online, damaging non-player peds is functional currently.
This is great FiveMĀ® by Cfx.re - SpindleScripts Development 2023-03-02 18-16-42
Can i edit the power of throw ?
It trow to far i think
You can adjust the power in the PerformPhysics function of the modules/weapon/client.lua. The local power variable sets the force of the thrown weapon.
(Edit: Last post didnāt reply to you so I guess I messed it up)
when i change Config.ThrowKeybind = āeā
to a other key it not work and still throw white e
any way to get this to function with chezza inventory?
Should already work