Open Timmy-the-nobody opened 1 year ago
Attached meshes clip through damageable entities without damaging them (at least with characters, haven't tried with other classes)
Add this snippet on the serverside, and try damaging a character with the attached crowbar
local eTestMelee = Melee( Vector(), Rotator(), "nanos-world::SM_Torch", CollisionType.Normal, true, HandlingMode.SingleHandedMelee, "" ) eTestMelee:AddAnimationCharacterUse("nanos-world::AM_Mannequin_Melee_Stab_Attack") local eAttached = StaticMesh(Vector(), Rotator(), "nanos-world::SM_Torch") eAttached:AttachTo(eTestMelee, AttachmentRule.KeepRelative, "", 0, false) eAttached:SetRelativeLocation(Vector(0, 0, 100)) eAttached:SetCollision(CollisionType.Normal) Player.Subscribe("Possess", function(_, eChar) eChar:PickUp(eTestMelee) end)
Attached static meshes should damage damageables
Attached static meshes doesn't seem to be used for targeting ennemies when the melee picker attacks
Bumping this, hoping to avoid attaching triggers to melee weapons as a workaround
Prerequisites
Your Environment
Description
Attached meshes clip through damageable entities without damaging them (at least with characters, haven't tried with other classes)
Steps to reproduce the behavior
Add this snippet on the serverside, and try damaging a character with the attached crowbar
Expected behavior
Attached static meshes should damage damageables
Actual behavior
Attached static meshes doesn't seem to be used for targeting ennemies when the melee picker attacks