Home » Renegade Discussions » Mod Forum » Weapon Drops/Keeping the Weapon
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:
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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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Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: reborn on Tue, 02 December 2008 00:18
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Re: Weapon Drops/Keeping the Weapon
By: Hex on Tue, 02 December 2008 01:11
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Re: Weapon Drops/Keeping the Weapon
By: reborn on Tue, 02 December 2008 01:48
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: reborn on Tue, 02 December 2008 09:46
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Wed, 03 December 2008 01:16
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Re: Weapon Drops/Keeping the Weapon
By: Scrin on Wed, 03 December 2008 01:17
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Re: Weapon Drops/Keeping the Weapon
By: Omar007 on Wed, 03 December 2008 10:15
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Wed, 03 December 2008 11:38
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Re: Weapon Drops/Keeping the Weapon
By: Omar007 on Wed, 03 December 2008 11:44
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: Omar007 on Wed, 03 December 2008 12:06
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Thu, 04 December 2008 02:56
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: Omar007 on Thu, 04 December 2008 06:44
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Re: Weapon Drops/Keeping the Weapon
By: Omar007 on Thu, 04 December 2008 08:18
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Sun, 14 December 2008 09:32
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Sun, 14 December 2008 12:44
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Sun, 14 December 2008 13:25
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Sun, 14 December 2008 14:15
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: cAmpa on Mon, 15 December 2008 05:23
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Re: Weapon Drops/Keeping the Weapon
By: Sir Kane on Mon, 15 December 2008 06:50
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Re: Weapon Drops/Keeping the Weapon
By: Tunaman on Fri, 12 February 2010 16:58
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: reborn on Fri, 12 February 2010 07:44
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
By: reborn on Fri, 12 February 2010 08:19
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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Re: Weapon Drops/Keeping the Weapon
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