Quote:
Originally Posted by CrimsonGT
Here you go. Im not positive its the right weapon slot, but im pretty sure. If it strips all of them and leaves the wrong one, let me know. When you turn it on, it will strip the weapons when the player spawns. You can turn it off by setting sm_secondaryweapons_enabled to 0.
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First off, thanks for the help.
Secondly, I have a few questions:
1. How do I implement it? Or does it automatically implement (if this is the case, can I make it an option that you can turn on and off (like melee only))?
2. Can you make a few special instances? There are only three that I want. For medic, give him the syringe gun. For the spy, give him the revolver. And for the demoman, give him the pipe bomb launcher.
3. Can something be written in that checks to make sure that they didn't go back to the ammo locker to replenish their other weapons?
Again, thanks!
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