Help with capturing a new weapon
Ok...so here is the situation. I want to create a new weapon, its not really a weapon, but that irrelivent. Ok, so its smoke grenades. Now what I have been trying to do is the following:
I have a smoke grenade dor dod, I have already created it, so this is NOT the problem. What I want to do is the following: 1) Capture slot6 which is linked to a smake grenade icon, same as the grenades for slot5 2) When slot6 is hit, it switches to the model arms that is holding a smoke grenade, I'm working on these models now. 3) When they fire with this smoke grenade it shoots it off. Cheers! |
This is only theory, I have no idea if it will work:
Code:
There's a base. Good luck. |
@XxAvalanchexX
Thanks, I have the code already done for smoke grenades. And I tried to catch the slot6. But I think I may have tried client command already. It may be a console command instead. I will give this a try tonight if I'm able. What I was thinking/hoping was to use: register_event("CurWeapon","cur_weapon","be", "1=1", "2=44") Where I make a weapon thats linked to 44, I think DoD has like 40 weapons and 4 extra slots. But I need to figure that part out. What you can do at the moment is just throw the grenade, and throw or shoot at the same time. Not a good way to go about it. So the second thing I tried was to catch the grenade events as above, then if they hit it the second time it throws that event again and I switch to the smoke...but it didn't look like it worked. I could be wrong about it as the models I was using may have been the same as the ones for grenades. So all in all, I will check what you put down out. Cheers! |
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