Cysira
|
  |
| Joined: 29 Dec 2011 |
| Total Posts: 7459 |
|
| |
|
Evetor
|
  |
| Joined: 04 Mar 2013 |
| Total Posts: 4217 |
|
|
| 02 Apr 2014 12:14 PM |
Enabled = true wait(0.03) Enabled = false |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2014 12:15 PM |
@Evetor;
Incorrect. the wait function may only go up to an average of 1/30 of a second, which is practically wait(). |
|
|
| Report Abuse |
|
|
Cysira
|
  |
| Joined: 29 Dec 2011 |
| Total Posts: 7459 |
|
|
| 02 Apr 2014 12:16 PM |
So wait... Would it be: local Enabled = Lighting.Weapon.LightFire
-Wait That makes no sense, the pointlight will just appear every 0.3 seconds randomly |
|
|
| Report Abuse |
|
|
Cysira
|
  |
| Joined: 29 Dec 2011 |
| Total Posts: 7459 |
|
|
| 02 Apr 2014 12:16 PM |
Theorizing, could you help me on this issue? Thanks. |
|
|
| Report Abuse |
|
|
Evetor
|
  |
| Joined: 04 Mar 2013 |
| Total Posts: 4217 |
|
|
| 02 Apr 2014 12:16 PM |
one frame is 0.02
0.03 is safe |
|
|
| Report Abuse |
|
|
Defamatus
|
  |
| Joined: 22 Jun 2009 |
| Total Posts: 764 |
|
| |
|
| |
|
Evetor
|
  |
| Joined: 04 Mar 2013 |
| Total Posts: 4217 |
|
|
| 02 Apr 2014 12:18 PM |
@op
put it into the fire function |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2014 12:18 PM |
its actually better to give a number than to do wait(), because in the future wait() may change because of the client's runspeed improving, while a number will always stay the same.
-{===>SS |
|
|
| Report Abuse |
|
|
Cysira
|
  |
| Joined: 29 Dec 2011 |
| Total Posts: 7459 |
|
|
| 02 Apr 2014 12:19 PM |
Okay, thanks @Eve. I'll attempt it now. |
|
|
| Report Abuse |
|
|
Defamatus
|
  |
| Joined: 22 Jun 2009 |
| Total Posts: 764 |
|
|
| 02 Apr 2014 12:21 PM |
| @Silent good to know thanks |
|
|
| Report Abuse |
|
|
| |
|
|
| 02 Apr 2014 12:23 PM |
Do something with the script?
I hope i help. |
|
|
| Report Abuse |
|
|
Defamatus
|
  |
| Joined: 22 Jun 2009 |
| Total Posts: 764 |
|
| |
|
Cysira
|
  |
| Joined: 29 Dec 2011 |
| Total Posts: 7459 |
|
|
| 02 Apr 2014 12:27 PM |
Failing to implement this. I may need further guidance. |
|
|
| Report Abuse |
|
|
Defamatus
|
  |
| Joined: 22 Jun 2009 |
| Total Posts: 764 |
|
|
| 02 Apr 2014 12:29 PM |
| Alright pm me and I'll give you some advice and tell you how to do it according to your gun script mkay? Or don't idc either way |
|
|
| Report Abuse |
|
|
Evetor
|
  |
| Joined: 04 Mar 2013 |
| Total Posts: 4217 |
|
|
| 02 Apr 2014 12:30 PM |
Insert a pointlight into your gun. Make sure it's pointed the direction you want it to.
Find the fire function and add this just after the raycast is fired:
PointLight.Enabled = true wait(0.03) PointLight.Enabled = false
Of course, write the path to PointLight before it. Example, probably not correct in your case:
script.Parent.Handle.PointLight.Enabled |
|
|
| Report Abuse |
|
|
|
| 02 Apr 2014 12:31 PM |
use a free model, that does that and take that line you want, or use it as reference shouldn't be that hard |
|
|
| Report Abuse |
|
|
Defamatus
|
  |
| Joined: 22 Jun 2009 |
| Total Posts: 764 |
|
| |
|
|
| 03 Apr 2014 08:11 AM |
@Silent;
Yes, that is true, however in this situation it would generally not even matter since the flash is only lasting a very small fraction of a second. Using wait() would give the system more of a fluidity instead of being a constant. |
|
|
| Report Abuse |
|
|
JNICK
|
  |
| Joined: 10 May 2008 |
| Total Posts: 3601 |
|
| |
|