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#1 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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I have tested harpoon gun, but it seems to be very bugged - for example, when I look around using "num 0" button, for example when I look up and shot from harpoon at the same time, the harpoons don't react to gravity and they are flying miles away upward... or if I am in the water, the harpoons can escape water through the surface and fly straight to the ceiling of normal room which is without water at all. Can it be fixed somehow?
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#2 |
Relic Hunter
Join Date: Jul 2009
Location: Canada
Posts: 7,286
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Pretty sure that's the intended behavior, not buggy at all. It worked the same way in TR2 and TR3 at least.
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#3 |
Unverified User
Join Date: Jan 2008
Location: Deutschland
Posts: 5,140
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The harpoon gun is in the crossbow slot and the normal crossbow's arrows do not react to gravity. it is obvious that the harpoons do not react to gravity,too.
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#4 |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,819
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Customize= CUST_HARPOON
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#5 | |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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![]() Quote:
Maybe someone tested CUST_HARPOON and can tell if had the same problems? maybe its just only in my computer or wathever, or it don't work on version of TRNG I am using or so... ![]() Besides of this, I am 90% sure that it's normal - harpoon gun has been ported to TRNG on the Crossbow slot and not everything works correctly - there are bugs, errors like this. Last edited by tomb2player; 10-03-15 at 12:42. |
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#6 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,302
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You do know there's more to the Customize= CUST_HARPOON script than just Customize= CUST_HARPOON , right?
There's more fields that have to filled in. Just checking since you say it doesn't work. Which TRNG version are you using?
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#7 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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Of course I know about more fields to be filled, I don't make so simple mistakes
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#8 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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I didn't noticed yesterday your question about version of TRNG - its 1.2.2.7
You said yesterday that you will check it, what are the results, it's working? ![]() |
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#9 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,302
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I didn't say I was going to check anything.
I was saying I wanted to check if you had filled in all the fields, making sure that the issue of it not working wasn't due to an incomplete script. Btw, making simple mistakes happens to all of us at some point. ![]() 1.2.2.7. That should not be the problem then. I mean, that script itself will work. So it is not making any difference ingame then?
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#10 |
Archaeologist
Join Date: Jun 2009
Location: Poland
Posts: 1,014
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Oh, so I made 2 simple mistakes: did not notice yesterday your question about version of TRNG and misunderstood about that checking
![]() What do you mean exactly with last question? I have tested it only on 1.2.2.7 version if that's the case ![]() |
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