Home » Renegade Discussions » Mod Forum » Weapon Drops/Keeping the Weapon
Re: Weapon Drops/Keeping the Weapon [message #363147 is a reply to message #361001] |
Sun, 14 December 2008 13:00 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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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
[Updated on: Sun, 14 December 2008 13:01] Report message to a moderator
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Re: Weapon Drops/Keeping the Weapon [message #363160 is a reply to message #361001] |
Sun, 14 December 2008 14:15 |
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cAmpa
Messages: 597 Registered: March 2006
Karma: 0
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Colonel |
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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.
Bückstabü!
[Updated on: Sun, 14 December 2008 14:29] Report message to a moderator
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Re: Weapon Drops/Keeping the Weapon [message #419740 is a reply to message #361001] |
Fri, 12 February 2010 07:26 |
Khyron263
Messages: 32 Registered: September 2009
Karma: 0
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Recruit |
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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
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Re: Weapon Drops/Keeping the Weapon [message #419746 is a reply to message #419743] |
Fri, 12 February 2010 08:19 |
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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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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
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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.
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Re: Weapon Drops/Keeping the Weapon [message #420788 is a reply to message #361001] |
Wed, 24 February 2010 10:23 |
Khyron263
Messages: 32 Registered: September 2009
Karma: 0
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Recruit |
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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.
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Re: Weapon Drops/Keeping the Weapon [message #420797 is a reply to message #361001] |
Wed, 24 February 2010 12:34 |
Khyron263
Messages: 32 Registered: September 2009
Karma: 0
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Recruit |
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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.
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