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FF2 [FIXED] Engineer Toolbox (tf_weapon_builder, index 28)?


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93SHADoW
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Join Date: Jul 2014
Location: Houston, TX
Old 01-20-2015 , 13:51   Re: Engineer Toolbox (tf_weapon_builder, index 28)?
Reply With Quote #21

Guess it is now safe to lock this thread. FIXED (see friagram's post)

Code:
		case 0: // Nitori Kawashiro
		{
			new wrangler=FF2_GetAbilityArgument(index,this_plugin_name,ability_name, 2);	//enable wrangler?
			if(wrangler!=0)
				SpawnWeapon(Boss, "tf_weapon_laser_pointer", 1086, 101, 5, "292 ; 86"); // Wrangler
			SpawnWeapon(Boss, "tf_weapon_pda_engineer_build", 25, 101, 5, "292 ; 3 ; 293 ; 59 ; 391 ; 2 ; 495 ; 60"); // Build PDA
			SpawnWeapon(Boss, "tf_weapon_pda_engineer_destroy", 26, 101, 5, "391 ; 2"); // Destroy PDA
			//Friagram, you were right. i only needed to set the netprops correctly lol.
			new entity = SpawnWeapon(Boss, "tf_weapon_builder", 28, 101, 5, "391 ; 2"); // Builder
			SetEntProp(entity, Prop_Send, "m_aBuildableObjectTypes", 1, _, 0);
			SetEntProp(entity, Prop_Send, "m_aBuildableObjectTypes", 1, _, 1);
			SetEntProp(entity, Prop_Send, "m_aBuildableObjectTypes", 1, _, 2);
			SetEntProp(entity, Prop_Send, "m_aBuildableObjectTypes", 0, _, 3);
			EmitSoundToAll(ENGY_SND);
			PrintHintText(Boss,"You can now construct buildings");
			if(debugmode==true)
				PrintToServer("*rage_nitori*");
		}
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Last edited by 93SHADoW; 01-20-2015 at 13:53.
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Powerlord
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Old 01-20-2015 , 14:08   Re: [FIXED] Engineer Toolbox (tf_weapon_builder, index 28)?
Reply With Quote #22

Is m_aBuildableObjectTypes actually working? Last time I checked using PropHunt, it wasn't.
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93SHADoW
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Old 01-20-2015 , 14:14   Re: [FIXED] Engineer Toolbox (tf_weapon_builder, index 28)?
Reply With Quote #23

Quote:
Originally Posted by Powerlord View Post
Is m_aBuildableObjectTypes actually working? Last time I checked using PropHunt, it wasn't.
Yep.

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Last edited by 93SHADoW; 01-20-2015 at 14:26.
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