Raised This Month: $51 Target: $400
 12% 

Showing results 1 to 10 of 10
Search took 0.01 seconds.
Search: Posts Made By: thetwistedpanda
Forum: Scripting 09-16-2009, 20:41
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

The original issue was that players could use "autobuy" and "rebuy" to bypass the restrictions I placed on nades, that's why I was use onItemPickup. The easier solution I found was to apply the nade...
Forum: Scripting 09-16-2009, 16:35
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

Thanks for the help guys, finally got something functioning; hopefully the code won't be too memory intensive.
Forum: Scripting 09-14-2009, 22:03
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

I've been mulling over this for a week and I can't come up with anything that doesn't remove the HEGrenade first if I'm trying to remove a smoke grenade or flashbang. Oh mighty SM gurus I beseech...
Forum: Scripting 08-28-2009, 17:29
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

The timer method works, it removes the grenades. However, now there's a nasty little bug that appears afterwards. If a player picks up a grenade, it gives them the message and shows that the player...
Forum: Scripting 08-28-2009, 15:57
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

If I had to guess it's because I'm trying to use it in Item::OnPickUp. Maybe that function isn't designed to remove a grenade there?
Forum: Scripting 08-28-2009, 13:57
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

stock WeaponAmmoSetGrenadeCount(client, type, value, bool:add)
{
// Initialize variable (value is 0)
new ammovalue = 0;

// If we are adding, then update variable with current...
Forum: Scripting 08-28-2009, 13:16
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

Yep I'm getting the chat messages.



Code: CPrintToChatAll("WeaponAmmoSetGrenadeCount - Client: %d,Type: %d, Value: %d, Add: %d", client, type, value, add);
Prints: WeaponAmmoSetGrenadeCount -...
Forum: Scripting 08-28-2009, 00:16
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

Thanks, that makes a bit more sense. Here's what I have so far. I just tested the plugin, it doesn't seem to set the player's grenade value to 0.

#pragma semicolon 1

#include <sourcemod>...
Forum: Scripting 08-27-2009, 23:01
Replies: 24
Views: 6,538
Posted By thetwistedpanda
Re: RemovePlayerItem for specific grenade?

Whoops. My previous post here sounded completely ungrateful haha. Thank you for the snippet Gray, but I am still learning the language so I need a wee bit more assistance. After converting over to...
Forum: Scripting 08-27-2009, 22:39
Replies: 24
Views: 6,538
Posted By thetwistedpanda
RemovePlayerItem for specific grenade?

Sorry, still learning the language :). Is it possible to remove a specific weapon from a player, rather then removing by the weapon's index. For example, I'm writing an anti-nade-spam plugin and I...
Showing results 1 to 10 of 10

 
Forum Jump

All times are GMT -4. The time now is 06:45.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode