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3 issues

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Created 10 years ago
by HitmanVere
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1st. Ive had this issue for ages and want it fixed. When you sprint with Ray Gun Mark 2 and press ADS-button, it doesnt do the anim and it goes straight into ADS. Same with going out of sprint. Is this weaponfile setting or anims?

2nd. How do I disable ammo counter with a weaponfile? It works for C4 with some setting, but doesnt with minigun. And yes, I tried suppressAmmoReserveDisplay, didnt work

3rd. There is objective, that allows you to activate PaP in a way. I did this on the code:
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pap_trig disable_trigger();
last_panel waittill("trigger", player);
pap_trig enable_trigger();

It works and all, but for some reason some sounds just break with PaP, like timer, when gun is done and swoosh sound, when gun is put in. No idea why that happens
Last Edit: December 16, 2015, 12:37:34 am by HitmanVere
Marked as best answer by HitmanVere 10 years ago
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For the 3rd, in the original _zombiemode_perks they spawn two models at the trigger's origin and many sounds are played on them. If you disable the trigger before these models have been spawned, they'll spawn 10000 units over the map or something and sounds will be played there. Maybe that's it, don't know.
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For the 3rd, in the original _zombiemode_perks they spawn two models at the trigger's origin and many sounds are played on them. If you disable the trigger before these models have been spawned, they'll spawn 10000 units over the map or something and sounds will be played there. Maybe that's it, don't know.

Tested and seems to be so. I did the objective and then turned power on, sound were working then. Going to try add waittill line just after power waittill, so it needs power first, then objective can be done and sounds activate then

Edit: Fixed. Made it, so it checks for power first, then objective bit. After both are done, then it activates PaP sounds. Thanks
Last Edit: December 14, 2015, 06:50:14 pm by HitmanVere
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ADS/sprint issue fixed, thanks to liamsa. Anims were reason for the issue. Now I just need help with ammo counter
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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If there isn't a weaponfile for it, making the ammo counter show/hide using this:

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		<player> SetClientDvar( "ammoCounterHide", "0" );

Should work. Just do an if statement to check the players current weapon and if it is "C4" or whatever the weaponfile name is, set it to 0. Otherwise 1 for it to show again.
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If there isn't a weaponfile for it, making the ammo counter show/hide using this:

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		<player> SetClientDvar( "ammoCounterHide", "0" );

Should work. Just do an if statement to check the players current weapon and if it is "C4" or whatever the weaponfile name is, set it to 0. Otherwise 1 for it to show again.

Yeah, Im using that for Galvas and such. But that hides whole HUD, I want it to show everything else, except ammo
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Yeah, Im using that for Galvas and such. But that hides whole HUD, I want it to show everything else, except ammo

Misleading dvar name is misleading.

Maybe it shows based on somekind of type in the weaponfile? Maybe try setting inventory to "item"?
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Misleading dvar name is misleading.

Maybe it shows based on somekind of type in the weaponfile? Maybe try setting inventory to "item"?

I can try that. Hopefully it does not fuck up the script with the way I have it setup

Edit: tried item and offhand, neither works :poker: I will take a look at C4s weaponfile
Last Edit: December 16, 2015, 05:52:00 pm by HitmanVere
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You can add a condition to visible attributes of the ammo counter so it hides on the weapons in the hud.menu
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Found out Pwns HUDs .gsc file has part about "bad weapons" which hides ammo counter. Added Minigun in there and it works now :please: Marking Soy-Yo as best answer, since he helped on first question :)

 
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