nebrosarth Posted July 12, 2019 Share Posted July 12, 2019 I want a command to spawn an explosion after creature death. However, c_spawn"gunpowder".components.explosive:OnBurnt() spawns it under cursor, not in creature location. I tried SpawnPrefab("gunpowder").Transform:SetPosition(inst.Transform:GetWorldPosition()), but idk how to ignite it lol. I need to connect .components.explosive:OnBurnt()) and .Transform:SetPosition(inst.Transform:GetWorldPosition()), but idk how to do it too. If there are another ways to do so let me know! Link to comment https://forums.kleientertainment.com/forums/topic/108756-any-easy-way-to-spawn-an-explosion/ Share on other sites More sharing options...
IronHunter Posted July 12, 2019 Share Posted July 12, 2019 store the prefab in a variable then add any desirable commands afterward e.g. local kaboom = SpawnPrefab("gunpowder") kaboom.Transform:SetPosition(inst.Transform:GetWorldPosition()) if kaboom.components.explosive then kaboom.components.explosive:OnBurnt()) end 2 Link to comment https://forums.kleientertainment.com/forums/topic/108756-any-easy-way-to-spawn-an-explosion/#findComment-1224679 Share on other sites More sharing options...
nebrosarth Posted July 13, 2019 Author Share Posted July 13, 2019 22 hours ago, IronHunter said: store the prefab in a variable then add any desirable commands afterward e.g. local kaboom = SpawnPrefab("gunpowder") kaboom.Transform:SetPosition(inst.Transform:GetWorldPosition()) if kaboom.components.explosive then kaboom.components.explosive:OnBurnt()) end Oh, thanks, It works just fine. local function explode(inst) local kaboom = SpawnPrefab("gunpowder") kaboom.Transform:SetPosition(inst.Transform:GetWorldPosition()) if kaboom.components.explosive then kaboom.components.explosive:OnBurnt() end end local function OnDeath(inst) inst:DoTaskInTime(0, explode) end Link to comment https://forums.kleientertainment.com/forums/topic/108756-any-easy-way-to-spawn-an-explosion/#findComment-1225224 Share on other sites More sharing options...
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