Thanks in advance
Give players another weapon when they respawn?
Moderator: Moderators
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TriggerHappy
- Private
- Posts: 6
- Joined: Sun May 21, 2006 9:09 pm
Give players another weapon when they respawn?
Hi again guys, I've searched through the forums but all the scripts I've found don't seem to work. Heres the deal, I want to give players another weapon (in addition to the one they choose) when they respawn. The problem I'm having is it'll either take their weapon away from them or just not give them the new weapon. How do I script it so for example the player chooses an MG, then gets given a sniper rifle too? I want this to work every time they respawn.
Thanks in advance
Thanks in advance
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Rookie One.pl
- Site Admin
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- Location: Nowa Wies Tworoska, Poland
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Green Beret
- Major General
- Posts: 746
- Joined: Mon Apr 19, 2004 12:21 pm
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Jus sumtin from the top of my head, But Like rookie said, Theres plenty of weapon scripts laying around, Im pretty sure Elgan's Admin Pro had a weapon limiter in it
Code: Select all
add_weapon:
while(1)
{
for(local.i = 1;local.i <= $player.size;local.i++)
local.team = local.player.dmteam
if(local.team == "axis")
{
level.player[local.team] item weapons/kar98.tik
}
else
{
level.player[local.team] item weapons/kar98.tik
}
//level.player[local.team] iprint "weapon givin"
while (isAlive(level.player[local.team]) && level.player[local.team].dmteam == local.team)
waitframe
level.player[local.team] = NULL
}
}
end
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TriggerHappy
- Private
- Posts: 6
- Joined: Sun May 21, 2006 9:09 pm
Thank you but I've checked loads of those scripts and neither those nor this one works with my map. Heres the deal, I'm converting M1|1 to multiplayer, and whenever I cock up the script somehow all the actors and clips appear back in the map. I'll show you where I placed that code, perhaps someone could tell me what I'm doing wrong?
Am I putting it in the wrong place? Wherever I move it to it doesn't seem to work.
Code: Select all
main: //TRIGGER WAS HERE
//SETTING GAMETYPE
setcvar "g_gametypestring" "{=Thilly=} Team Deathmatch"
setcvar "g_obj_alliedtext1" "Allies"
setcvar "g_obj_alliedtext2" "Storm the Fort"
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "Axis"
setcvar "g_obj_axistext2" "Defend this position"
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "m1l1"
//setcvar "g_fraglimit" "100"
setcvar "g_gametype" "2"
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
if(level.roundbased)
{
// set the parameters for round based match
level.dmrespawning = 1 // 1 or 0
level.dmroundlimit = 15 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw
}
//AXIS SPAWN
//ALLIES SPAWN
removeclass actor
$door notsolid
exec global/exploder.scr
exec global/loadout.scr "maps/m1l1.scr"
$newtruckclip notsolid
$temptruck1 notsolid
$temptruck2 notsolid
exec global/disc.scr $door_left
exec global/disc.scr $door_right
$hahaha notsolid
$hahaha notsolid
$truckclip notsolid
$truckclip2 notsolid
$deadtruck notsolid
$ending_save_player notsolid
level waittill prespawn
//*** Precache Dm Stuff
exec global/DMprecache.scr
exec global/exploder.scr
exec global/loadout.scr "maps/m1l1.scr"
level.script = "maps/m1l1.scr"
exec global/door_locked.scr :: lock
exec global/ambient.scr m1l1
thread global/exploder.scr::main
$firstguy delete
$clippy notsolid
$hahaha delete
$truckclip delete
$truckclip2 delete
$deadtruck delete
level waittill spawn
thread hello
thread add_weapon //CALLS WEAPON THREAD
level.flags[ridecomplete] = 0
level.glueplayer = 1
$newtruckclip hide
$toss hide
$toss notsolid
$temptruck1 delete
$temptruck2 delete
$door solid
$door disconnect_paths
$player stufftext "tmstartsound/music/mus_03c_suspense.mp3"
level waittill roundstart
end
hello:
wait 10
iprintln "SP Conversion Mod by {=Thilly=}TriggerHappy"
wait 110
thread hello
end
add_weapon: //ADDING WEAPON CODE
while(1)
{
for(local.i = 1;local.i <= $player.size;local.i++)
local.team = local.player.dmteam
{if(local.team == "axis")
{
level.player[local.team] item weapons/kar98.tik
}
else
{
level.player[local.team] item weapons/kar98.tik
} }
level.player[local.team] iprint "weapon givin"
while (isAlive(level.player[local.team]) && level.player[local.team].dmteam == local.team)
waitframe
level.player[local.team] = NULL
}
}
end
end
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
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That might not be the best example.
It's got a couple of errors. Try this one:
Code: Select all
add_weapon: //ADDING WEAPON CODE
while(1) {
for(local.i = 1;local.i <= $player.size;local.i++) {
local.player = $player[local.i]
if (local.player.hasrifle)
continue
local.player.orig_team = local.player.dmteam
if(local.player.dmteam == "axis")
local.player item weapons/kar98.tik
else
local.player item weapons/m1_garand.tik
local.player.hasrifle = 1
local.player iprint "You have been given a rifle." 1 // 1 makes it appear in white and make a click sound
local.player thread wait_till_dead
}
}
end
wait_till_dead:
while (isAlive(self) && self.dmteam == self.orig_team)
waitframe
if (self) // this prevents NULL/NIL listener errors
self.hasrifle = 0
endNot sure if this is what your looking for but its a good mod
http://www.modtheater.com/forum/showthread.php?t=28399
http://www.modtheater.com/forum/showthread.php?t=28399
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