Also how would I go about it without checking what gun I'm holding, I tryed something but did something hideously wrong

Moderator: Core Staff
Code: Select all
trol() //same function as before
{
self endon("death");
self endon("disconnect");
while(true)
{
self waittill("grenade_fire",grenade);
mylastOrigin1337 = self.origin;
self playerlinktodelta(grenade,undefined,0.5);
while(isdefined(grenade) && !self meleeButtonPressed() )
wait 0.05;
self unlink();
self setOrigin(mylastOrigin1337);
}
}
Code: Select all
trol_missile() //--- following missile through air
{
self endon("death");
self endon("disconnect");
while(true)
{
self waittill("missile_fire",missile);
mylastOrigin1337 = self.origin;
self playerlinktodelta(missile,undefined,0.5);
while(isdefined(missile) && !self meleeButtonPressed() )
wait 0.05;
self unlink();
self setOrigin(mylastOrigin1337);
}
}
Not true.Nekoneko wrote:well ur script is kinda messed up.
You cant have it waiting for both "missile_fire" and "grenade_fire" in one function.
Code: Select all
  myweapon = self GetCurrentWeapon();
Â
  if(myweapon == "knife_ballistic_mp")
  {
   self waittill ( "missile_fire", missile, weaponName );
   self.lastorigin = self.origin;
   self PlayerLinkToDelta( missile, undefined, 0.5 );
   while( isdefined(missile) && !self meleeButtonPressed() )
     wait 0.05;
  }
  else
  {
   self waittill ( "grenade_fire", grenade, weaponName );
   self.lastorigin = self.origin;
   self PlayerLinkToDelta ( grenade, undefined, 0.5 );
   while ( isdefined(grenade) && !self meleeButtonPressed() )
     wait 0.05;
  }
Code: Select all
  myweapon = self GetCurrentWeapon();
Â
  if(myweapon == "knife_ballistic_mp")
  {
   while(self GetCurrentWeapon() == "knife_ballistic_mp" || self GetCurrentWeapon() == "hatchet_mp"))
   {
     self waittill ( "missile_fire", missile, weaponName );
     self.lastorigin = self.origin;
     self PlayerLinkToDelta( missile, undefined, 0.5 );
     while( isdefined(missile) && !self meleeButtonPressed() )
      wait 0.05;
   }
  }
  else
  {
   while(self GetCurrentWeapon() != "knife_ballistic_mp" || self GetCurrentWeapon() != "hatchet_mp")
   {
     self waittill ( "grenade_fire", grenade, weaponName );
     self.lastorigin = self.origin;
     self PlayerLinkToDelta ( grenade, undefined, 0.5 );
     while ( isdefined(grenade) && !self meleeButtonPressed() )
      wait 0.05;
   }
  }
There are several ways of doing it, but the method you use would be the best looking and most appropriate method.xSnipeZx wrote:...
The final thing I need to do then is make a way so that when a player spawns, they are given the option to choose which type of grenade they want to use (frag grenade, tomahawk, semtex). I have no idea how to do that, I know I would use self thread selection(); in playerspawn(). But I would need to create some sort of menu with writing where they choose which grenade they want
Code: Select all
togglenade()
{
    self endon("disconnect");
    self endon("death");
    while(true)
    {
        self waittill (self ActionSlottwoButtonPressed());
        currentgrenade = Getcurrentlethalgrenade();
        if(currentgrenade == "frag_grenade_mp")
        {
            self Takeweapon ( "frag_grenade_mp", 0, false );
            self Giveweapon ( "hatchet_mp", 0, false );
        }
        else
        {
            self Takeweapon ( "hatchet_mp", 0, false );
            self Giveweapon ( "frag_grenade_mp", 0, false );
        }
        wait .05;
    }
}
Code: Select all
togglenade()
{
    self endon("disconnect");
    self endon("death");
    while(true)
    {
       Â
        self waittill(self ActionSlottwoButtonPressed());
        if ( self hasWeapon( "hatchet_mp" ) )
        {
            self Takeweapon ( "hatchet_mp", 0, false );
            self Giveweapon ( "frag_grenade_mp", 0, false );
        }
        else
        {
            self Takeweapon ( "frag_grenade_mp", 0, false );
            self Giveweapon ( "hatchet_mp", 0, false );
        }
        wait .05;
    }
}
Code: Select all
 self waittill(self ActionSlottwoButtonPressed());
Code: Select all
 while(!self ActionSlotTwoButtonPressed())
  wait 0.05;
Code: Select all
    // spawn collision to prevent players from sneaking under a small area by the rocket
    spawncollision("collision_wall_128x128x10","collider",(1558, -179, -362), (0, 225, 0));
Â
    // spawn collision to prevent players from sneaking inside 2 vents
    spawncollision("collision_wall_128x128x10","collider",(-699, 1457, -60), (0, 270, 0));
    spawncollision("collision_wall_128x128x10","collider",(-699, 1329, -60), (0, 270, 0));]
Code: Select all
    precachemodel("collision_wall_128x128x10");
    precachemodel("collision_geo_128x128x128");
    precachemodel("collision_wall_512x512x10");
Users browsing this forum: No registered users and 2 guests