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Re: Weapon Drops/Keeping the Weapon [message #361305 is a reply to message #361001] Thu, 04 December 2008 02:56 Go to previous messageGo to previous message
cAmpa is currently offline  cAmpa
Messages: 597
Registered: March 2006
Karma:
Colonel
Oh yes, i forgot that.

Delete

page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false);



and replace it with

char input[256];
_snprintf(input,sizeof(input), "ppage %d [RC] You picked up a bomb-backpack, haha its blowed.", Get_Player_ID(sender));
Console_Input(input);


Quote:

that messsage says that its a bomb... is that true?


Yes, there is a 5% chance to pickup the bomb. Tell Me
If you don't want that, replace:

void cAMpa_Weapon_BackPack::Custom(GameObject *obj, int message, int param, GameObject *sender)
{
	if (message == 1000000025) 
	{
		int rnd = Commands->Get_Random_Int(1,100);
		if (rnd <= 5)
		{
			Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0);
			page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false);
		}
		else
		{
			Create_2D_WAV_Sound_Player(sender,"m00psbk_aqob0004i1evag_snd.wav");
			if (this->miniGunGdi)       Commands->Give_Powerup(sender,"POW_AutoRifle_Player",false);
			if (this->miniGunNod)       Commands->Give_Powerup(sender,"POW_AutoRifle_Player_Nod",false);
			if (this->chainGunGdi)      Commands->Give_Powerup(sender,"POW_Chaingun_Player",false);
			if (this->chainGunNod)      Commands->Give_Powerup(sender,"POW_Chaingun_Player_Nod",false);
			if (this->chemSprayer)      Commands->Give_Powerup(sender,"POW_ChemSprayer_Player",false);
			if (this->flameThrower)     Commands->Give_Powerup(sender,"POW_Flamethrower_Player",false);
			if (this->grenadeLauncher)  Commands->Give_Powerup(sender,"POW_GrenadeLauncher_Player",false);
			if (this->laserChainGun)    Commands->Give_Powerup(sender,"POW_LaserChaingun_Player",false);
			if (this->laserRifle)       Commands->Give_Powerup(sender,"POW_LaserRifle_Player",false);
			if (this->mineProxy)        Commands->Give_Powerup(sender,"POW_MineProximity_Player",false);
			if (this->persIonCannon)    Commands->Give_Powerup(sender,"POW_PersonalIonCannon_Player",false);
			if (this->railGun)          Commands->Give_Powerup(sender,"POW_Railgun_Player",false);
			if (this->ramjet)           Commands->Give_Powerup(sender,"POW_RamjetRifle_Player",false);
			if (this->repairGun)        Commands->Give_Powerup(sender,"POW_RepairGun_Player",false);
			if (this->rocketLauncher)   Commands->Give_Powerup(sender,"POW_RocketLauncher_Player",false);
			if (this->rocketGunner)     Commands->Give_Powerup(sender,"CnC_POW_RocketLauncher_Player",false);
			if (this->shotGun)          Commands->Give_Powerup(sender,"POW_Shotgun_Player",false);
			if (this->sniperRifle)      Commands->Give_Powerup(sender,"POW_SniperRifle_Player",false);
			if (this->tibAutoRifle)     Commands->Give_Powerup(sender,"POW_TiberiumAutoRifle_Player",false);
			if (this->flechetteGun)     Commands->Give_Powerup(sender,"POW_TiberiumFlechetteGun_Player",false);
			if (this->voltAutoRifleGdi) Commands->Give_Powerup(sender,"POW_VoltAutoRifle_Player",false);
			if (this->voltAutoRifleNod) Commands->Give_Powerup(sender,"CnC_POW_VoltAutoRifle_Player_Nod",false);
		}
	}
}


with:

void cAMpa_Weapon_BackPack::Custom(GameObject *obj, int message, int param, GameObject *sender)
{
	if (message == 1000000025) 
	{
		Create_2D_WAV_Sound_Player(sender,"m00psbk_aqob0004i1evag_snd.wav");
		if (this->miniGunGdi)       Commands->Give_Powerup(sender,"POW_AutoRifle_Player",false);
		if (this->miniGunNod)       Commands->Give_Powerup(sender,"POW_AutoRifle_Player_Nod",false);
		if (this->chainGunGdi)      Commands->Give_Powerup(sender,"POW_Chaingun_Player",false);
		if (this->chainGunNod)      Commands->Give_Powerup(sender,"POW_Chaingun_Player_Nod",false);
		if (this->chemSprayer)      Commands->Give_Powerup(sender,"POW_ChemSprayer_Player",false);
		if (this->flameThrower)     Commands->Give_Powerup(sender,"POW_Flamethrower_Player",false);
		if (this->grenadeLauncher)  Commands->Give_Powerup(sender,"POW_GrenadeLauncher_Player",false);
		if (this->laserChainGun)    Commands->Give_Powerup(sender,"POW_LaserChaingun_Player",false);
		if (this->laserRifle)       Commands->Give_Powerup(sender,"POW_LaserRifle_Player",false);
		if (this->mineProxy)        Commands->Give_Powerup(sender,"POW_MineProximity_Player",false);
		if (this->persIonCannon)    Commands->Give_Powerup(sender,"POW_PersonalIonCannon_Player",false);
		if (this->railGun)          Commands->Give_Powerup(sender,"POW_Railgun_Player",false);
		if (this->ramjet)           Commands->Give_Powerup(sender,"POW_RamjetRifle_Player",false);
		if (this->repairGun)        Commands->Give_Powerup(sender,"POW_RepairGun_Player",false);
		if (this->rocketLauncher)   Commands->Give_Powerup(sender,"POW_RocketLauncher_Player",false);
		if (this->rocketGunner)     Commands->Give_Powerup(sender,"CnC_POW_RocketLauncher_Player",false);
		if (this->shotGun)          Commands->Give_Powerup(sender,"POW_Shotgun_Player",false);
		if (this->sniperRifle)      Commands->Give_Powerup(sender,"POW_SniperRifle_Player",false);
		if (this->tibAutoRifle)     Commands->Give_Powerup(sender,"POW_TiberiumAutoRifle_Player",false);
		if (this->flechetteGun)     Commands->Give_Powerup(sender,"POW_TiberiumFlechetteGun_Player",false);
		if (this->voltAutoRifleGdi) Commands->Give_Powerup(sender,"POW_VoltAutoRifle_Player",false);
		if (this->voltAutoRifleNod) Commands->Give_Powerup(sender,"CnC_POW_VoltAutoRifle_Player_Nod",false);
	}
}




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