Quote:
Originally Posted by moschinovac
if u want convert defib to pills or something
Code:
MutationOptions <-
{
weaponsToConvert =
{
weapon_defibrillator = "weapon_pain_pills_spawn"
}
function ConvertWeaponSpawn( classname )
{
if ( classname in weaponsToConvert )
{
return weaponsToConvert[classname];
}
return 0;
}
}
Problem of this method is thats will completely remove item from maps. U cant get that in anyway, even cheats. (thats affect some plugins like drop items from SI)
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The testing I did shows this code will only change
weapon_defibrillator_spawn
to
weapon_pain_pills_spawn
It doesn't do anything to
weapon_defibrillator
So if the map has a placed weapon_defibrillator it will remain after this script runs.
And the .nut file I posted will also leave weapon_defibrillator in the map after it runs.
The difference is the one I posted removes weapon_defibrillator_spawn and this one changes it into weapon_pain_pills_spawn
The $$ question is do these scripts affect defibs that are auto added by the director.
I am begenning to think they will not.
Getting rid of these DIRECTOR AUTO added defibs (without using a SM plugin) is the challenge that remains...