
Make 2 triggers, 1 for when it's thrown (either ti_on_missile_hit or ti_on_agent_hit) to remove it from your inventory and another one to apply the damage over time. This probably belongs in the Q&A thread or its own topic though.jimtuggins 说:how would you create a weapon with a 1 time use throw mode that gets rid of the item? and how do I add a "poisoned" code to the item when its thrown and hits a target to take away Health from the actor every few seconds after hitting?

Somebody 说:Make 2 triggers, 1 for when it's thrown (either ti_on_missile_hit or ti_on_agent_hit) to remove it from your inventory and another one to apply the damage over time. This probably belongs in the Q&A thread or its own topic though.jimtuggins 说:how would you create a weapon with a 1 time use throw mode that gets rid of the item? and how do I add a "poisoned" code to the item when its thrown and hits a target to take away Health from the actor every few seconds after hitting?
cmpxchg8b 说:It's unrelated from the skeleton. It just means the mesh has more than 32 unique bones in the rigging data.
There may be a way to do this simply with item flags...I don't remember exactly.Somebody 说: