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For RunHandleds, it'd be like this:
And for Waits:
I didnt know this. Where to find more information about Fusion editor native functions?
But anyway, it seems to be working as i can get weapon from event, as condition "weapon ~= nill", where "weapon" is GetKillerWeapon, is met. But in more trivial function i has wierd. at least for me error. As when i try to weapon:GetParams():GetFileName(), the following error is displayed: "attempt to call method 'GetParams' (a nil value)". This is odd to me because the "GetParams()" action is inside the condition which checks is weapon != nil.
Did i missed something?
Anyway thank you for the help.
worldInfo:GetWeaponParamsForIndex(Index)
Though yeah, when spawning projectiles via script, you cannot assign a weapon at all. You *can* assign a weapon when doing damage directly via script, just you have to do the extra step of figuring out what weapon index the weapon was assigned to via a player, with:
Player:GetWeaponIndex(WeaponParams)
Not sure if Kuber ever did it, but I've done it for the custom hitscan hits for my Quake weapons.
And when i studied it, after abandoning the idea with monster hit tracking for scripted weapons, my eyes catch that part with weapon indexing. Sadly its only for hitscan, sa you said, but in my case i tried to achive one for projectile based weapons.