Code: Select all
self give all the stuff// obv. not the code
self use ?
Moderator: Moderators
Code: Select all
self give all the stuff// obv. not the code
self use ?
Code: Select all
// WEAPON CHECK
state GET_WEAPON
{
entrycommands
{
activatenewweapon
}
states
{
//axis
STG44 : IS_WEAPON_ACTIVE "mainhand" "StG 44"
MP40 : IS_WEAPON_ACTIVE "mainhand" "MP40"
PANZERSCHRECK : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"
KAR98 : IS_WEAPON_ACTIVE "mainhand" "Mauser KAR 98K"
KAR98_SNIPER : IS_WEAPON_ACTIVE "mainhand" "KAR98 - Sniper"
// WALTHER_P38 : IS_WEAPON_ACTIVE "mainhand" "Walther P38"
// STIELHANDGRANATE : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"
//both
PISTOL_SILENCED : IS_WEAPON_ACTIVE "mainhand" "Hi-Standard Silenced"
SHOTGUN : IS_WEAPON_ACTIVE "mainhand" "Shotgun"
// BINOCULARS : IS_WEAPON_ACTIVE "mainhand" "Binoculars"
//ally
BAZOOKA : IS_WEAPON_ACTIVE "mainhand" "Bazooka"
SPRINGFIELD : IS_WEAPON_ACTIVE "mainhand" "Springfield '03 Sniper"
M1_GARAND : IS_WEAPON_ACTIVE "mainhand" "M1 Garand"
// FRAG_GRENADE : IS_WEAPON_ACTIVE "mainhand" "Frag Grenade"
BAR : IS_WEAPON_ACTIVE "mainhand" "BAR"
// COLT_45 : IS_WEAPON_ACTIVE "mainhand" "Colt 45"
THOMPSON : IS_WEAPON_ACTIVE "mainhand" "Thompson"
//other
STAND : KILLED
UNARMED : default
}
}
state STG44
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/mp44.tik"
}
states
{
STAND : default
}
}
state MP40
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/mp40.tik"
}
states
{
STAND : default
}
}
state PANZERSCHRECK
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/panzerschreck.tik"
}
states
{
STAND : default
}
}
state KAR98
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/kar98.tik"
}
states
{
STAND : default
}
}
state KAR98_SNIPER
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/KAR98sniper.tik"
}
states
{
STAND : default
}
}
state WALTHER_P38
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/p38.tik"
}
states
{
STAND : default
}
}
state STIELHANDGRANATE
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/steilhandgranate.tik"
}
states
{
STAND : default
}
}
//Weapons all
state PISTOL_SILENCED
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/silencedpistol.tik"
}
states
{
STAND : default
}
}
state SHOTGUN
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/shotgun.tik"
}
states
{
STAND : default
}
}
state UNARMED
{
entrycommands
{
exec weapon_limit/weaponis.scr "UNARMED"
}
states
{
GET_WEAPON : NEW_WEAPON ANIMDONE_TORSO
}
}
state BINOCULARS
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/binoculars.tik"
}
states
{
STAND : default
}
}
//alies weapons
state BAZOOKA
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/bazooka.tik"
}
states
{
STAND : default
}
}
state SPRINGFIELD
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/springfield.tik"
}
states
{
STAND : default
}
}
state M1_GARAND
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/m1_garand.tik"
}
states
{
STAND : default
}
}
state FRAG_GRENADE
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/m2frag_grenade.tik"
}
states
{
STAND : default
}
}
state BAR
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/bar.tik"
}
states
{
STAND : default
}
}
state COLT_45
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/colt45.tik"
}
states
{
STAND : default
}
}
state THOMPSON
{
entrycommands
{
exec weapon_limit/weaponis.scr "models/weapons/thompsonsmg.tik"
}
states
{
STAND : default
}
}Code: Select all
//11/08/2005
// Removed weapon get class
// added strings
main local.model:
if(local.model=="UNARMED")
{
local.model = "models/weapons/unarmed.tik"
}
self.weapon = local.model
self.DMweapon = local.model
if(level.run["weapons-limiter"] != "1"){end}
local.drop = waitexec global/settings.scr::getcmd "dropweapons"
if(local.drop != "1")
{
self weaponcommand duel notdroppable
}
self resetstate
if(local.model=="models/weapons/unarmed.tik")
{
end
}
for(local.i = 1 ; local.i <= game.limiter_weapons.size;local.i++)
{
local.weapon = waitthread get_weapontik game.limiter_weapons[local.i][1] game.limiter_weapons[local.i][2]
local.weaponname = game.limiter_weapons[local.i][1]::game.limiter_weapons[local.i][2]
if(local.model == local.weapon[1])
{
if(game.limiter_weapons[local.i][2] != "" )
{
if(game.game == "AA")
{
self take local.model
}
else
{
self takeall
self waitexec weapon_limit/secondry_weapons.scr
}
self item local.weapon[2]
local.print = waitexec global/settings.scr::getcmd "swap-message"
if(local.print == "1")
{
self iprint (game.weapons_strings[1][1] + local.weaponname[1] + game.weapons_strings[2][1] + local.weaponname[2] + game.weapons_strings[3][1]) 1
}
//local.weapon_class = waitthread get_weaponclass game.limiter_weapons[local.i][2]
//self usestuff
//self useweaponclass local.weapon_class
self use local.weapon[2]
end
}
else
{
local.amount = game.limiter_weapons[local.i][3]
if(local.amount==""){end}
local.amount = int local.amount
if(local.amount==0)
{
local.print = waitexec global/settings.scr::getcmd "swap-message"
/*
// Dont think this will ever run
//local.weapon_class = waitthread get_weaponclass game.limiter_weapons[local.i][1]
if(local.weapon_class == "pistol" || local.weapon_class == "grenade")
{
self take local.model
if(local.print == "1")
{
self iprint ("The admin has set that you are not allowed to use the " + local.weaponname[1]) 1
}
}
else
{
*/
if(local.print == "1")
{
self iprint (game.weapons_strings[4][1] + local.weaponname[1] + game.weapons_strings[5][1] ) 1
}
self thread newgun
//}
end
}
if(level.weapons_inuse[local.model]==NIL)
{
level.weapons_inuse[local.model]=0
}
level.weapons_inuse[local.model]++
if(level.weapons_inuse[local.model] > local.amount)
{
self thread newgun
self iprint (local.weaponname[1] + game.weapons_strings[6][1] + local.amount + game.weapons_strings[7][1]) 1
self iprint game.weapons_strings[8][1] 1
wait 1
for(local.w=1;local.w <= game.limiter_weapons.size;local.w++)
{
local.weaponname = game.limiter_weapons[local.w][1]
if(game.limiter_weapons[local.w][3] != "")
{
local.num = int game.limiter_weapons[local.w][3]
if(local.num != 0 )
{
local.name = waitthread get_weapontik game.limiter_weapons[local.w][1]
local.say = 1
if(level.weapons_inuse[local.name[1]] == NIL)
{
local.left = local.num
}
else if(level.weapons_inuse[local.name[1]] < local.num)
{
local.left = local.num - level.weapons_inuse[local.name[1]]
}
else
{
local.say = 0
}
if(local.say == 1)
{
self iprint ( "* " + local.weaponname + " " + local.left + game.weapons_strings[9][1] )
wait 1.5
}
}
}
else
{
self iprint ( "* " + local.weaponname )
wait 1.5
}
}
end
}
}
}
}
end
get_weapontik local.weapon_one local.weapon_two:
if(level.weaponsinfo == NIL)
{
waitthread ( weaponsinfo + game.game )
}
for(local.i=1;local.i <= level.weaponsinfo.size;local.i++)
{
if(local.weapon_one == level.weaponsinfo[local.i] [2])
{
local.weapon_one = level.weaponsinfo[local.i][1]
}
else if(local.weapon_two == level.weaponsinfo[local.i] [2])
{
local.weapon_two = level.weaponsinfo[local.i][1]
}
}
end ( local.weapon_one::local.weapon_two )
/*
get_weaponcl/ss local.weapon:
if(level.weaponsinfo == NIL)
{
waitthread ( weaponsinfo + game.game )
}
for(local.i=1;local.i <= level.weaponsinfo.size;local.i++)
{
if(local.weapon == level.weaponsinfo[local.i][2])
{
end level.weaponsinfo[local.i] [3]
}
}
end
*/
weaponsinfoAA:
level.weaponsinfo = makearray
//Ally weapons //name //class
"models/weapons/springfield.tik" "springfield '03 sniper" "rifle"
"models/weapons/bar.tik" "bar" "mg"
"models/weapons/thompsonsmg.tik" "thompson" "smg"
"models/weapons/bazooka.tik" "bazooka" "heavy"
"models/weapons/m1_garand.tik" "m1 garand" "rifle"
//Axis
"models/weapons/kar98.tik" "kar98" "rifle"
"models/weapons/KAR98sniper.tik" "kar98 - sniper" "rifle"
"models/weapons/mp40.tik" "mp40" "smg"
"models/weapons/mp44.tik" "mp44" "mg"
"models/weapons/panzerschreck.tik" "panzerschreck" "heavy"
//both
"models/weapons/shotgun.tik" "shotgun" "heavy"
endarray
end
weaponsinfoBT:
level.weaponsinfo = makearray
"models/weapons/bazooka.tik" "bazooka" "heavy"
"models/weapons/bar.tik" "bar" "mg"
"models/weapons/DeLisle.tik" "delisle" "rifle"
"models/weapons/enfield.tik" "lee-enfield" "rifle"
"models/weapons/enfield_lite.tik" "lee-enfield" "rifle"
"models/weapons/G43.tik" "g 43" "rifle"
"models/weapons/Gr_W_MineDetector.tik" "minensuchgerat" "grenade"
"models/weapons/It_W_Breda.tik" "breda" "mg"
"models/weapons/It_W_Carcano.tik" "carcano" "rifle"
"models/weapons/It_W_Carcano_lite.tik" "carcano" "rifle"
"models/weapons/It_W_Moschetto.tik" "moschetto" "smg"
"models/weapons/kar98.tik" "mauser kar 98k" "rifle"
"models/weapons/KAR98sniper.tik" "kar98 - sniper" "rifle"
"models/weapons/kar98_lite.tik" "mauser kar 98k" "rifle"
"models/weapons/kar98_mortar.tik" "gewehrgranate" "rifle"
"models/weapons/Mosin_Nagant_Rifle.tik" "mosin nagant rifle" "rifle"
"models/weapons/Mosin_Nagant_Rifle_lite.tik" "mosin nagant rifle" "rifle"
"models/weapons/mp40.tik" "mp40" "smg"
"models/weapons/m1_garand.tik" "m1 garand" "rifle"
"models/weapons/mp44.tik" "mp44" "mg"
"models/weapons/m1_garand_lite.tik" "m1 garand" "rifle"
"models/weapons/panzerschreck.tik" "panzerschreck" "heavy"
"models/weapons/ppsh_smg.tik" "ppsh smg" "smg"
"models/weapons/shotgun.tik" "shotgun" "heavy"
"models/weapons/springfield.tik" "springfield '03 sniper" "rifle"
"models/weapons/sten.tik" "sten mark ii" "smg"
"models/weapons/svt_rifle.tik" "svt 40" "rifle"
"models/weapons/thompsonsmg.tik" "thompson" "smg"
"models/weapons/Uk_W_L42A1.tik" "enfield l42a1" rifle
"models/weapons/Uk_W_Piat.tik" "piat" "heavy"
"models/weapons/Uk_W_Vickers.tik" "vickers-berthier" "mg"
"models/weapons/US_W_MineDetector.tik" "minedetector" "grenade"
endarray
end
weaponsinfoSH:
level.weaponsinfo = makearray
"models/weapons/bar.tik" "bar" "mg"
"models/weapons/bazooka.tik" "bazooka" "heavy"
"models/weapons/kar98.tik" "kar98" "rifle"
"models/weapons/KAR98sniper.tik" "kar98 - sniper" "rifle"
"models/weapons/m1_garand.tik" "m1 garand" "rifle"
"models/weapons/mp40.tik" "mp40" "smg"
"models/weapons/mp44.tik" "mp44" "mg"
"models/weapons/panzerschreck.tik" "panzerschreck" "heavy"
"models/weapons/shotgun.tik" "shotgun" "heavy"
"models/weapons/springfield.tik" "springfield '03 sniper" "rifle"
"models/weapons/thompsonsmg.tik" "thompson" "smg"
"models/weapons/enfield.tik" "lee-enfield" "rifle"
"models/weapons/G43.tik" "g 43" "rifle"
"models/weapons/Mosin_Nagant_Rifle.tik" "mosin nagant rifle" "rifle"
"models/weapons/ppsh_smg.tik" "ppsh smg" "smg"
"models/weapons/sten.tik" "sten mark ii" "smg"
"models/weapons/svt_rifle.tik" "svt 40" "rifle"
"models/weapons/kar98_mortar.tik" "gewehrgranate" "rifle"
endarray
end
newgun:
//local.dmteam= self.dmteam
self primarydmweapon ""
self spectator
self stufftext "pushmenu SelectPrimaryWeapon"
//self join_team local.dmteam
end
setup_stuff:
local.weapons = makearray
//Ally weapons
"Springfield '03 Sniper"
"bar"
"Thompson"
"bazooka"
"m1_garand
//Axis
"kar98"
"KAR98 - Sniper"
"mp40"
"mp44"
"Panzerschreck"
//both
"shotgun"
endarray
for(local.i=1;local.i <= local.weapons.size;local.i++)
{
local.name = local.weapons[local.i][1]
level.weapons_inuse[local.name] = 0
}
endUse http://lmgtfy.com next time. Usally gets the message across.$oldier Of Ra wrote:I was thinking you could surf to google, search it, download the AP menu mod and take a look for yourself but since it burns so many calories, I'll just post it: