Home » Renegade Discussions » Mod Forum » Weapon Drops/Keeping the Weapon
Weapon Drops/Keeping the Weapon [message #361001] |
Mon, 01 December 2008 20:35 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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#1 basically i want it so when a player picks up a drop weapon or spawn weapon and when they buy a new character they keep those weapons.
#2 when the player dies it drops all the weapons the player currently had in a weapons pack
are the scripts for these public
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Re: Weapon Drops/Keeping the Weapon [message #361013 is a reply to message #361001] |
Tue, 02 December 2008 00:18 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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There's possibly some early version of the DA release's that include the start of this shaping up. But I don't believe there are any public scripts that do what you want in 3.4.4 or SSGM.
I need something right now to boost my self esteem after Crocadile Dundee made me a recluse for two days. I think I can help you.
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Re: Weapon Drops/Keeping the Weapon [message #361018 is a reply to message #361001] |
Tue, 02 December 2008 01:11 |
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Hex
Messages: 858 Registered: March 2004
Karma: 0
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Colonel |
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We do this using a stack and saving the presets of all picked up weapons, its simple enough to do
goztow wrote on Tue, 11 May 2010 08:00 | If we had to ban all who ever cheated or ever created a cheat (obj3cts and such) then I don't think there would be many members left here (sad fact).
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reborn wrote on Fri, 29 January 2010 23:37 | std is for pro's.
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[Updated on: Tue, 02 December 2008 01:11] Report message to a moderator
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Re: Weapon Drops/Keeping the Weapon [message #361079 is a reply to message #361001] |
Tue, 02 December 2008 09:46 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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I'm happy to help, but I'm not sure if Hex was offering his or just giving you a general pointer in what direction to go...
If he is happy to share then go with that obviously. Otherwise, I'll provide the source here, if I can reproduce it that is...
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Re: Weapon Drops/Keeping the Weapon [message #361164 is a reply to message #361001] |
Wed, 03 December 2008 01:16 |
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cAmpa
Messages: 597 Registered: March 2006
Karma: 0
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Colonel |
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here, this is my backpack script:
.cpp
void cAMpa_Weapon_BackPack::Created(GameObject *obj)
{
Commands->Start_Timer(obj,this,6.0f,2);
GameObject *player = Get_GameObj(Get_Int_Parameter("ID"));
if (Has_Weapon(player,"Weapon_AutoRifle_Player"))
this->miniGunGdi = true;
else
this->miniGunGdi = false;
if (Has_Weapon(player,"Weapon_AutoRifle_Player_Nod"))
this->miniGunNod = true;
else
this->miniGunNod = false;
if (Has_Weapon(player,"Weapon_Chaingun_Player"))
this->chainGunGdi = true;
else
this->chainGunGdi = false;
if (Has_Weapon(player,"Weapon_Chaingun_Player_Nod"))
this->chainGunNod = true;
else
this->chainGunNod = false;
if (Has_Weapon(player,"Weapon_ChemSprayer_Player"))
this->chemSprayer = true;
else
this->chemSprayer = false;
if (Has_Weapon(player,"CNC_Weapon_Flamethrower_Player"))
this->flameThrower = true;
else
this->flameThrower = false;
if (Has_Weapon(player,"Weapon_GrenadeLauncher_Player"))
this->grenadeLauncher = true;
else
this->grenadeLauncher = false;
if (Has_Weapon(player,"Weapon_LaserChaingun_Player"))
this->laserChainGun = true;
else
this->laserChainGun = false;
if (Has_Weapon(player,"Weapon_LaserRifle_Player"))
this->laserRifle = true;
else
this->laserRifle = false;
if (Has_Weapon(player,"Weapon_MineProximity_Player"))
this->mineProxy = true;
else
this->mineProxy = false;
if (Has_Weapon(player,"Weapon_PersonalIonCannon_Player"))
this->persIonCannon = true;
else
this->persIonCannon = false;
if (Has_Weapon(player,"Weapon_Railgun_Player"))
this->railGun = true;
else
this->railGun = false;
if (Has_Weapon(player,"Weapon_RamjetRifle_Player") || Has_Weapon(player,"CnC_Weapon_RamjetRifle_Player"))
this->ramjet = true;
else
this->ramjet = false;
if (Has_Weapon(player,"Weapon_RepairGun_Player") || Has_Weapon(player,"CnC_Weapon_RepairGun_Player_Special"))
this->repairGun = true;
else
this->repairGun = false;
if (Has_Weapon(player,"Weapon_RocketLauncher_Player"))
this->rocketLauncher = true;
else
this->rocketLauncher = false;
if (Has_Weapon(player,"CnC_Weapon_RocketLauncher_Player"))
this->rocketGunner = true;
else
this->rocketGunner = false;
if (Has_Weapon(player,"Weapon_Shotgun_Player"))
this->shotGun = true;
else
this->shotGun = false;
if (Has_Weapon(player,"Weapon_SniperRifle_Player"))
this->sniperRifle = true;
else
this->sniperRifle = false;
if (Has_Weapon(player,"Weapon_TiberiumAutoRifle_Player"))
this->tibAutoRifle = true;
else
this->tibAutoRifle = false;
if (Has_Weapon(player,"Weapon_TiberiumFlechetteGun_Player"))
this->flechetteGun = true;
else
this->flechetteGun = false;
if (Has_Weapon(player,"Weapon_VoltAutoRifle_Player"))
this->voltAutoRifleGdi = true;
else
this->voltAutoRifleGdi = false;
if (Has_Weapon(player,"Weapon_VoltAutoRifle_Player_Nod"))
this->voltAutoRifleNod = true;
else
this->voltAutoRifleNod = false;
}
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);
}
}
}
void cAMpa_Weapon_BackPack::Timer_Expired(GameObject *obj, int number)
{
if (number == 1)
{
Commands->Expire_Powerup(obj);
Commands->Destroy_Object(obj);
}
else if (number == 2)
{
Commands->Start_Timer(obj,this,2.0f,1);
Commands->Create_Object("Spawner Created Special Effect",Commands->Get_Position(obj));
}
}
ScriptRegistrant<cAMpa_Weapon_BackPack>cAMpa_Weapon_BackPack_Registrant("cAMpa_Weapon_BackPack","ID:int");
.h
class cAMpa_Weapon_BackPack : public ScriptImpClass
{
private:
bool miniGunGdi;
bool miniGunNod;
bool chainGunGdi;
bool chainGunNod;
bool chemSprayer;
bool flameThrower;
bool grenadeLauncher;
bool laserChainGun;
bool laserRifle;
bool mineProxy;
bool persIonCannon;
bool railGun;
bool ramjet;
bool repairGun;
bool rocketLauncher;
bool rocketGunner;
bool shotGun;
bool sniperRifle;
bool tibAutoRifle;
bool flechetteGun;
bool voltAutoRifleGdi;
bool voltAutoRifleNod;
public:
void Created(GameObject *obj);
void Custom(GameObject *obj, int message, int param, GameObject *sender);
void Timer_Expired(GameObject *obj, int number);
};
Bückstabü!
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Re: Weapon Drops/Keeping the Weapon [message #361215 is a reply to message #361213] |
Wed, 03 December 2008 12:16 |
MacKinsey
Messages: 83 Registered: March 2008
Karma: 0
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Recruit |
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Gen_Blacky wrote on Wed, 03 December 2008 13:01 | what did i do wrong
on this line
page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false)
error C3861: 'page': identifier not found
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Try
Console_Input(StrFormat("ppage %d You picked up a bomb-backpack, haha its blowed.",ID).c_str());
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Re: Weapon Drops/Keeping the Weapon [message #361305 is a reply to message #361001] |
Thu, 04 December 2008 02:56 |
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cAmpa
Messages: 597 Registered: March 2006
Karma: 0
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Colonel |
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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?
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Yes, there is a 5% chance to pickup the bomb.
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);
}
}
Bückstabü!
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Re: Weapon Drops/Keeping the Weapon [message #361319 is a reply to message #361001] |
Thu, 04 December 2008 06:44 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
Karma: 0
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General (1 Star) |
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You could also replace
if (rnd <= 5)
{
Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0);
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);
}
With
if (rnd <= 0)
{
Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0);
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);
}
So you can easily set it back on if you deside to use it later
This is always FALSE because the random number can't become 0. The range is only 1-100 (for all ppl that don't know much about programming)
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Re: Weapon Drops/Keeping the Weapon [message #361335 is a reply to message #361305] |
Thu, 04 December 2008 07:46 |
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Jerad2142
Messages: 3813 Registered: July 2006 Location: USA
Karma: 6
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General (3 Stars) |
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If you didn't want any bombs all you have to do is:
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?
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Yes, there is a 5% chance to pickup the bomb.
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);
}
}
}
Visit Jerad's deer sweat shop
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Re: Weapon Drops/Keeping the Weapon [message #361346 is a reply to message #361001] |
Thu, 04 December 2008 08:18 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
Karma: 0
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General (1 Star) |
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That's true but i had seen my way as easier
Except this:
Jerad Gray wrote on Thu, 04 December 2008 15:46 | If you didn't want any bombs all you have to do is:
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);
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This is only the correct code for displaying the message.
This was not working:
page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false);
That other code does.
[Updated on: Thu, 04 December 2008 08:21] Report message to a moderator
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Re: Weapon Drops/Keeping the Weapon [message #363099 is a reply to message #361001] |
Sun, 14 December 2008 01:22 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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Bump
This part of the code keeps crashing the server when a player dies does anyone know why.
GameObject *player = Get_GameObj(Get_Int_Parameter("ID"));
if (Has_Weapon(player,"Weapon_AutoRifle_Player"))
this->miniGunGdi = true;
else
this->miniGunGdi = false;
if (Has_Weapon(player,"Weapon_AutoRifle_Player_Nod"))
this->miniGunNod = true;
else
this->miniGunNod = false;
if (Has_Weapon(player,"Weapon_Chaingun_Player"))
this->chainGunGdi = true;
else
this->chainGunGdi = false;
if (Has_Weapon(player,"Weapon_Chaingun_Player_Nod"))
this->chainGunNod = true;
else
this->chainGunNod = false;
if (Has_Weapon(player,"Weapon_ChemSprayer_Player"))
this->chemSprayer = true;
else
this->chemSprayer = false;
if (Has_Weapon(player,"CNC_Weapon_Flamethrower_Player"))
this->flameThrower = true;
else
this->flameThrower = false;
if (Has_Weapon(player,"Weapon_GrenadeLauncher_Player"))
this->grenadeLauncher = true;
else
this->grenadeLauncher = false;
if (Has_Weapon(player,"Weapon_LaserChaingun_Player"))
this->laserChainGun = true;
else
this->laserChainGun = false;
if (Has_Weapon(player,"Weapon_LaserRifle_Player"))
this->laserRifle = true;
else
this->laserRifle = false;
if (Has_Weapon(player,"Weapon_MineProximity_Player"))
this->mineProxy = true;
else
this->mineProxy = false;
if (Has_Weapon(player,"Weapon_PersonalIonCannon_Player"))
this->persIonCannon = true;
else
this->persIonCannon = false;
if (Has_Weapon(player,"Weapon_Railgun_Player"))
this->railGun = true;
else
this->railGun = false;
if (Has_Weapon(player,"Weapon_RamjetRifle_Player") || Has_Weapon(player,"CnC_Weapon_RamjetRifle_Player"))
this->ramjet = true;
else
this->ramjet = false;
if (Has_Weapon(player,"Weapon_RepairGun_Player") || Has_Weapon(player,"CnC_Weapon_RepairGun_Player_Special"))
this->repairGun = true;
else
this->repairGun = false;
if (Has_Weapon(player,"Weapon_RocketLauncher_Player"))
this->rocketLauncher = true;
else
this->rocketLauncher = false;
if (Has_Weapon(player,"CnC_Weapon_RocketLauncher_Player"))
this->rocketGunner = true;
else
this->rocketGunner = false;
if (Has_Weapon(player,"Weapon_Shotgun_Player"))
this->shotGun = true;
else
this->shotGun = false;
if (Has_Weapon(player,"Weapon_SniperRifle_Player"))
this->sniperRifle = true;
else
this->sniperRifle = false;
if (Has_Weapon(player,"Weapon_TiberiumAutoRifle_Player"))
this->tibAutoRifle = true;
else
this->tibAutoRifle = false;
if (Has_Weapon(player,"Weapon_TiberiumFlechetteGun_Player"))
this->flechetteGun = true;
else
this->flechetteGun = false;
if (Has_Weapon(player,"Weapon_VoltAutoRifle_Player"))
this->voltAutoRifleGdi = true;
else
this->voltAutoRifleGdi = false;
if (Has_Weapon(player,"Weapon_VoltAutoRifle_Player_Nod"))
this->voltAutoRifleNod = true;
else
this->voltAutoRifleNod = false;
}
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Current Time: Sun Dec 22 00:02:41 MST 2024
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