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-   -   weapons (https://forums.alliedmods.net/showthread.php?t=26261)

SSJ2GOKU 03-29-2006 14:48

weapons
 
ok
i heard from greenberet that its also possible of removing only
1 weapon from a player

can anyone give me the cmd or the code for it ?
because i'm getting really tired of using those strip_user_weapons


greetz ssj2goku

Stephen 03-29-2006 15:07

Strip the weapons and give the weapons you wanna have available.
That the only one i know so far :lol:

Xanimos 03-29-2006 16:00

No don't do that.

use
engclient_cmd(id , "drop" , <WeaponName>)

VEN 03-30-2006 10:47

I posted a stock strip_user_gun

To strip nades or c4 set it's ammo to 0 with cs_get_user_bpammo and then switch to another weapon.

To strip shield:
- drop it
- find it's entity with find_ent_by_owner
- if FL_ONGROUND flag is set - continue search (previous steep)
- remove shield entity

SSJ2GOKU 04-10-2006 17:44

sry guys but not one of your ways removes the gun

its for the mod <esf>
and it seems that you cant drop any weapons there

"unknown command:drop"

Zenith77 04-10-2006 17:49

esf doesn't have weapons -_-

Greenberet 04-10-2006 20:04

Quote:

Originally Posted by Zenith77
esf doesn't have weapons -_-

So iam wrong with my custom weapons?
and with the weapon remover?

well...
the attacks in esf are weapons, they just dont use weapon models, but they are weapons

why dont you use just this?
Code:
native RemoveOneWeaponTwelveSevenGaben.Org( Client, szWeapon[] );


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