Call of Duty 4: Scripting Reference - Entity::IsTouching: Difference between revisions

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(New page: {{Function |Version=4 |Name=HidePart( <tagname>, <modelname> ) |Module=Entity |Available |Summary=Hide part of an entity. |Call_on=An Entity |Example=<pre>self HidePart( "tag_w...)
 
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{{Function
{{Function
|Version=4
|Version=4
|Name=HidePart( &lt;tagname&gt;, &lt;modelname&gt; )
|Name=IsTouching( &lt;touched entity&gt; )
|Module=Entity
|Module=Entity
|Available
|Available
|Summary=Hide part of an entity.
|Summary=Hide part of an entity.
|Call_on=An Entity
|Call_on=&lt;entity&gt; An entity
|Example=<pre>self HidePart( "tag_weapon", "weapon_saw" );</pre>
|Example=<pre>if ( level.player IsTouching( self ) )...</pre>
|Required_args=
|Required_args=
# &lt;tagname&gt; The tag to hide. All surfaces with a vertex weighted to the tag will be hidden and have no bullet collision. (string)
# &lt;touched entity&gt; The entity that is to be tested against
|Optional_args=
|Optional_args
# &lt;modelname&gt; The optional model name to help specify the part location. (string)
}}
}}

Latest revision as of 01:52, 1 August 2009