Difference between revisions of "Talk:IsEquipped - Actor"
imported>VampireMonkey |
imported>Dwj1pOvxv |
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having [[GetEquippedObject - Actor]] check the left hand, this worked without any issues. | having [[GetEquippedObject - Actor]] check the left hand, this worked without any issues. | ||
--[[User:VampireMonkey|VampireMonkey]] ([[User talk:VampireMonkey|talk]]) 2014-11-20T21:28:48 (EST) | --[[User:VampireMonkey|VampireMonkey]] ([[User talk:VampireMonkey|talk]]) 2014-11-20T21:28:48 (EST) | ||
That's because you are using the wrong function and bad form to boot. As mentioned already, GetEquippedWeapon is what you want. AND you want to call it twice. Once for left hand. Once for right hand. Calling one function twice beats forcing the compiler to load two functions on the stack every time. |
Revision as of 03:35, 3 July 2015
This doesn't seem to work if you're dual wielding and trying to get the weapon in the Left hand, works perfectly for the right hand.
--VampireMonkey (talk) 2014-11-19T19:50:47 (EST)
Try using GetEquippedItemType - Actor as a work around. Have it check for the left hand, and then have it check for the type of weapon equipped. Also try GetEquippedWeapon - Actor if you don't get your results from GetEquippedItembyType. --Terra Nova2 (talk) 2014-11-20T10:36:36 (EST)
I ended up using
(PlayerRef.IsEquipped(akBaseObject) || PlayerRef.GetEquippedObject(0) == akBaseObject)
having GetEquippedObject - Actor check the left hand, this worked without any issues. --VampireMonkey (talk) 2014-11-20T21:28:48 (EST)
That's because you are using the wrong function and bad form to boot. As mentioned already, GetEquippedWeapon is what you want. AND you want to call it twice. Once for left hand. Once for right hand. Calling one function twice beats forcing the compiler to load two functions on the stack every time.