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Weapon mod
Posted: Mon May 18, 2009 7:51 pm
by HeavenBound
Hey...I'm giving players all weapons, but...here's my problem.
Code: Select all
self give all the stuff// obv. not the code
self use ?
I want them to get the weapon they picked in the "choose weapon" menu...Whats the name of that?
Posted: Mon May 18, 2009 8:30 pm
by Rookie One.pl
self useweaponclass pistol
self useweaponclass rifle
self useweaponclass smg
self useweaponclass mg
self useweaponclass grenade
self useweaponclass heavy
Get the Radiant package and install it. In its "docs" subdirectory there's a file called g_allclasses.htm, which lists all the available script comamnds.
Posted: Mon May 18, 2009 8:40 pm
by HeavenBound
Right, I know all that...but if they don't pick say class of rifle...and I put that in, they arent using the weapon they picked. Thats what I want.
Posted: Mon May 18, 2009 9:46 pm
by Rookie One.pl
Ah, I see what you mean. Bad news is that it's impossible to obtain that information easily. You could make a workaround for it with state files and spawn/death tracking, though.
Posted: Mon May 18, 2009 11:45 pm
by HeavenBound
Well as of now, I'm using a custom torso, that
in Weapon_Raise it exec's the script...
Sor where are you? lol
Posted: Tue May 19, 2009 5:48 am
by $oldier Of Ra
I have a custom statefile which detects the class, the model and the name of the weapon. I recall Elgan coming up with this method first, so his AP menu must have the same mechanism.
Posted: Tue May 19, 2009 7:58 pm
by HeavenBound
got xfire or email? or do u just wanna post it, or are u gunna just say that and not give it to me

Posted: Wed May 20, 2009 11:00 am
by $oldier Of Ra
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:
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
}
end
Force the get_weapon state whenever you need to check for the player's weapons.
Posted: Wed May 20, 2009 8:19 pm
by Rookie One.pl
$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:
Use
http://lmgtfy.com next time. Usally gets the message across.
