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Re: Weapon Drops/Keeping the Weapon [message #363147 is a reply to message #361001] Sun, 14 December 2008 13:00 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma: 1
General (3 Stars)
Your code

void Backpack_Weapon_Drop::Created(GameObject *obj) {
	Commands->Start_Timer(obj,this,8.0f,1);
	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 Backpack_Weapon_Drop::Custom(GameObject *obj, int message, int param, GameObject *sender) {
	//if (message == 1000000025) {
	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);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_POW_MineRemote_02")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pac4_aqob0004i1evag_snd.wav");
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_AutoRifle_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwar_aqob0004i1evag_snd.wav");
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_AutoRifle_Player_Nod")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwar_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_Chaingun_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwcg_aqob0004i1evag_snd.wav");
		}				
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_Chaingun_Player_Nod")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwcg_aqob0004i1evag_snd.wav");
		}				
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_ChemSprayer_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwcs_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_Flamethrower_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwft_aqob0001i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_GrenadeLauncher_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwgl_aqob0004i1evag_snd.wav");
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_LaserChaingun_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwlc_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_LaserRifle_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwlr_aqob0004i1evag_snd.wav");
		}				
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_RepairGun_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwrp_aqob0001i1evag_snd.wav");
		}						
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_PersonalIonCannon_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwpi_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_Railgun_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwrg_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_RamjetRifle_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwrj_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_RocketLauncher_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwrl_aqob0004i1evag_snd.wav");
		}	
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_Shotgun_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwps_aqob0004i1evag_snd.wav");
		}			
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_SniperRifle_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwsr_aqob0004i1evag_snd.wav");
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_SniperRifle_Player_Nod")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwsr_aqob0004i1evag_snd.wav");
		}							
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_TiberiumAutoRifle_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwtr_aqob0004i1evag_snd.wav");
		}							
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_TiberiumFlechetteGun_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwtf_aqob0004i1evag_snd.wav");
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"POW_VoltAutoRifle_Player")) 
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwvr_aqob0004i1evag_snd.wav");
		}		
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_POW_VoltAutoRifle_Player_Nod"))
		{
			Create_2D_WAV_Sound_Player(sender,"m00pwvr_aqob0004i1evag_snd.wav");

		Commands->Start_Timer(obj,this,6.0f,2);
		}
	}

void Backpack_Weapon_Drop::Timer_Expired(GameObject *obj, int number) {
	if (number == 1) {
		Commands->Expire_Powerup(obj);
		Commands->Destroy_Object(obj);
	}
	else if (number == 2) {
		Commands->Create_Object("Spawner Created Special Effect",Commands->Get_Position(obj));
	}
}



ssgm Player with your script attached


void MDB_SSGM_Player::Destroyed(GameObject *obj) {
	if (Settings->DestroyPlayerVeh && Get_Vehicle(obj)) {
		GameObject *Veh = Get_Vehicle(obj);
		if (Get_Vehicle_Driver(Veh) == obj) {
			Commands->Apply_Damage(Veh,99999,"Death",false);
		}
	}

	if (!Data->Mod && Settings->DropWeapons && WasKilled) {
		WasKilled = false;
		Vector3 DeathPlace = Commands->Get_Position(obj);
		int RandomNum = Commands->Get_Random_Int(1,5);
		GameObject *BackpackScript = 0;
		if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_MiniGunner_0")) {
			BackpackScript = Commands->Create_Object("Weapon_AutoRifle_Player",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_Minigunner_0")) {
			BackpackScript = Commands->Create_Object("Weapon_AutoRifle_Player_Nod",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_MiniGunner_1Off")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_Chaingun_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_MiniGunner_1Off")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_Chaingun_Player_Nod",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_1Off")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_ChemSprayer_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_0")) {
			BackpackScript = Commands->Create_Object("POW_Flamethrower_Player",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_Grenadier_0")) {
			BackpackScript = Commands->Create_Object("POW_GrenadeLauncher_Player",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_RocketSoldier_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("POW_LaserChaingun_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("POW_LaserRifle_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_Technician_0")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_RepairGun_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_Engineer_2SF")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_RepairGun_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_Engineer_0")) {
			BackpackScript = Commands->Create_Object("CnC_POW_MineRemote_02",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_Engineer_0")) {
			BackpackScript = Commands->Create_Object("CnC_POW_MineRemote_02",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Sydney_PowerSuit")) {
			if (RandomNum == 1) {
				BackpackScript = Commands->Create_Object("POW_PersonalIonCannon_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_RocketSoldier_3Boss")) {
			if (RandomNum == 1) {
				BackpackScript = Commands->Create_Object("POW_Railgun_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_Minigunner_3Boss")) {
			if (RandomNum == 1) {
				BackpackScript = Commands->Create_Object("POW_RamjetRifle_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_MiniGunner_3Boss")) {
			if (RandomNum == 1) {
				BackpackScript = Commands->Create_Object("POW_RamjetRifle_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_RocketSoldier_1Off")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_RocketLauncher_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_RocketSoldier_1Off")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_RocketLauncher_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_RocketSoldier_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("CnC_POW_RocketLauncher_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_RocketSoldier_0")) {
			BackpackScript = Commands->Create_Object("POW_Shotgun_Player",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_RocketSoldier_0")) {
			BackpackScript = Commands->Create_Object("POW_Shotgun_Player",DeathPlace);
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_MiniGunner_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("POW_SniperRifle_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_Minigunner_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("POW_SniperRifle_Player_Nod",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Sydney")) {
			if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3) {
				BackpackScript = Commands->Create_Object("POW_TiberiumAutoRifle_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_Minigunner_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("POW_SniperRifle_Player_Nod",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_GDI_Grenadier_2SF")) {
			if (RandomNum == 1 || RandomNum == 2) {
				BackpackScript = Commands->Create_Object("POW_TiberiumFlechetteGun_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Ignatio_Mobius")) {
			if (RandomNum == 1) {
				BackpackScript = Commands->Create_Object("POW_VoltAutoRifle_Player",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else if (strstr(Commands->Get_Preset_Name(obj),"CnC_Nod_FlameThrower_3Boss")) {
			if (RandomNum == 1) {
				BackpackScript = Commands->Create_Object("CnC_POW_VoltAutoRifle_Player_Nod",DeathPlace);
			}
			else {
				BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
			}
		}
		else {
			BackpackScript = Commands->Create_Object("POW_Armor_100",DeathPlace);
		}
		Commands->Attach_Script(BackpackScript,"Backpack_Weapon_Drop","");
	}
	if (Find_My_Veh(obj)) {
		Commands->Send_Custom_Event(obj,Find_My_Veh(obj),1111,0,0);
	}
}


Im not sure if im even close of doing this right but it was something I tried.

I would have to edit the drop script but i was just trying to find out why its crashing


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Sun, 14 December 2008 13:01]

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Re: Weapon Drops/Keeping the Weapon [message #363151 is a reply to message #361001] Sun, 14 December 2008 13:25 Go to previous messageGo to next message
cAmpa is currently offline  cAmpa
Messages: 597
Registered: March 2006
Karma: 0
Colonel
Uhm the code where you attach my script. Tell Me

Bückstabü!
Re: Weapon Drops/Keeping the Weapon [message #363159 is a reply to message #361001] Sun, 14 December 2008 13:56 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
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i did lol

Commands->Attach_Script(BackpackScript,"Backpack_Weapon_Drop","");

bottom of MDB_SSGM_Player


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Weapon Drops/Keeping the Weapon [message #363160 is a reply to message #361001] Sun, 14 December 2008 14:15 Go to previous messageGo to next message
cAmpa is currently offline  cAmpa
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Colonel
My script needs the parameter from the player's ID.

Try this:

char script[32];
_snprintf(script,sizeof(script),"%d",Get_Player_ID(obj));
Commands->Attach_Script(BackpackScript,"cAMpa_Weapon_BackPack",script);



And don't rename the script name. Angry


Bückstabü!

[Updated on: Sun, 14 December 2008 14:29]

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Re: Weapon Drops/Keeping the Weapon [message #363162 is a reply to message #361001] Sun, 14 December 2008 14:52 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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lol sorry what i did is just copy MDB_SSGM_Drop_Weapon and put your code in it and renamed MDB_SSGM_Drop_Weapon to Backpack_Weapon_Drop ill put campa in front of it to make you happy.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Weapon Drops/Keeping the Weapon [message #363188 is a reply to message #361001] Sun, 14 December 2008 17:48 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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It still crashes it doesn't crash for spawn character but it crashes on any other charter

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Weapon Drops/Keeping the Weapon [message #363228 is a reply to message #361001] Mon, 15 December 2008 05:23 Go to previous messageGo to next message
cAmpa is currently offline  cAmpa
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Colonel
Best is you catch me on atomix IRC. Tell Me

Bückstabü!
Re: Weapon Drops/Keeping the Weapon [message #363230 is a reply to message #361001] Mon, 15 December 2008 06:50 Go to previous messageGo to next message
Sir Kane
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Woah dude, that has to be the worst code EVER.

Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Weapon Drops/Keeping the Weapon [message #419740 is a reply to message #361001] Fri, 12 February 2010 07:26 Go to previous messageGo to next message
Khyron263 is currently offline  Khyron263
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sorry to bump a old old post however Im starting to play with the code a bit and am getting a Has_weapon error. has this been updated or has it been abandoned? I would like so do a similar backpack add-on ti Atomix's
Re: Weapon Drops/Keeping the Weapon [message #419742 is a reply to message #361001] Fri, 12 February 2010 07:44 Go to previous messageGo to next message
reborn is currently offline  reborn
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I made a drop weapon system and released it some time ago. It's different to what Camp kindly provided, but basically means when a player dies, they drop a back-pack with all there weapons.

It's on my download page, here:
http://spencerelliott.co.uk/downloads.html

I think I made it so SBH can't pick them up, but I can't remember now.



Re: Weapon Drops/Keeping the Weapon [message #419743 is a reply to message #419742] Fri, 12 February 2010 07:53 Go to previous messageGo to next message
Khyron263 is currently offline  Khyron263
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yes, I installed that one, Love it. but I wasn't sure, but if they have aquired other weapons, will they stay in the back as well? Is there a way to add "special items" in the packs?

and yes, SBH's cant pick them up.... I like that, when im not a SBH Wink
Re: Weapon Drops/Keeping the Weapon [message #419746 is a reply to message #419743] Fri, 12 February 2010 08:19 Go to previous messageGo to next message
reborn is currently offline  reborn
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Khyron263 wrote on Fri, 12 February 2010 09:53

yes, I installed that one, Love it. but I wasn't sure, but if they have aquired other weapons, will they stay in the back as well? Is there a way to add "special items" in the packs?

and yes, SBH's cant pick them up.... I like that, when im not a SBH Wink


Yes, weapons are persistant with this system.

You can add other weapons to the pack if you wanted to, but you would have to edit the plugin itself.



Re: Weapon Drops/Keeping the Weapon [message #419788 is a reply to message #419746] Fri, 12 February 2010 16:16 Go to previous messageGo to next message
Khyron263 is currently offline  Khyron263
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cool, ill give it a try Smile

thanks Wink
Re: Weapon Drops/Keeping the Weapon [message #419799 is a reply to message #363230] Fri, 12 February 2010 16:58 Go to previous messageGo to next message
Tunaman
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nevermind Razz

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[Updated on: Fri, 12 February 2010 19:30]

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Re: Weapon Drops/Keeping the Weapon [message #419817 is a reply to message #361001] Fri, 12 February 2010 19:05 Go to previous messageGo to next message
Khyron263 is currently offline  Khyron263
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aww, leave the guy alone, that was over a year ago Wink

Re: Weapon Drops/Keeping the Weapon [message #420788 is a reply to message #361001] Wed, 24 February 2010 10:23 Go to previous messageGo to next message
Khyron263 is currently offline  Khyron263
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playing around some, is there a way.... instead of a weapon, to also add a random element to it?

Like, most of the time you pick up a pack and get the weapon from the person that got killed... or, instead of the weapon you can get turned into another char. or call in an airstrike, or money, something like that.

Kind of incoporate a crate element into it as well.... but only a low percentage.

maybe 10% of the time you get a random event.
Re: Weapon Drops/Keeping the Weapon [message #420790 is a reply to message #361001] Wed, 24 February 2010 11:33 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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If your using reborn weapon drop just make a random to drop a power up or whatever instead of the backpack, or you could make a random to add the special power up to the backpack.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Weapon Drops/Keeping the Weapon [message #420797 is a reply to message #361001] Wed, 24 February 2010 12:34 Go to previous messageGo to next message
Khyron263 is currently offline  Khyron263
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ummm, so if i want to use a crate , and im using reborns plugin, how do i make a call from a plug-in to the crates that are in ssmg?

im still learning, so please bear with me. a sample of code would help if you have the time, so i can reproduce it and work with it?

I tryed to replace a weapon with a crate, just to see how it will work before i try to do a random, but it didnt take, the pack apeared but it didnt do anything.
Re: Weapon Drops/Keeping the Weapon [message #420799 is a reply to message #361001] Wed, 24 February 2010 12:59 Go to previous message
Khyron263 is currently offline  Khyron263
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disregaurd, i got it.... took a little thinking on my part Wink
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