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Posts Made By:
thetwistedpanda
Forum:
Scripting
09-16-2009, 20:41
Replies:
24
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
RemovePlayerItem for specific grenade?
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
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