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/* holy great hacks batman!! I don't think this is needed anymore as alarm switches are no longer triggerable once bomb has been placed and ai is better now.
hackresetaionguysoutside: ///// GERaatest haX0r evar!! //leaches off all of bensons alarmzonetriggers to make two guys "react" to disguise better.. hah ahah.main:
level waittill prespawn
$player item weapons/colt45.tik
$player ammo pistol 50
$player item weapons/m1_garand.tik
$player ammo rifle 100
$player item weapons/bar.tik <<<<<<<<<<<NO SOUND ONLY AT A LONG DISTANCE
$player ammo mg 500
$player item weapons/springfield.tik <<<<<<<<<<<NO SOUND ONLY AT A LONG DISTANCE
$player ammo rifle 200
$player item weapons/m2frag_grenade_sp.tik
$player ammo grenades 6 <<<<<<<<<<<< ONLY GETS 1 GRENADE
Am i using the wrong name (bar), (springfield) cause the m1_garand sound fine? oh and my precache file:
cache weapons/colt45.tik
cache weapons/m1_garand.tik
cache weapons/bar.tik
cache weapons/springfield.tik
cache weapons/m2frag_grenade_sp.tik
only the sniper and bar don't have sound when shooting real far away?
i got this from mohradaint docs
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To give the player ammo, this script command should be used:
$player ammo type amount
Type is a small string identifier for the type of ammo to give, and amount is the amount of that ammo type to give to the player. The different ammo types are:
pistol
rifle
smg (for sub-machineguns)
mg (for machineguns)
grenades
shotgun
heavy (for heavy explosive weapons like the bazooka)



