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:
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
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.
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
If there isn't a weaponfile for it, making the ammo counter show/hide using this:
Code Snippet
Plaintext
<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.
If there isn't a weaponfile for it, making the ammo counter show/hide using this:
Code Snippet
Plaintext
<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
Found out Pwns HUDs .gsc file has part about "bad weapons" which hides ammo counter. Added Minigun in there and it works now Marking Soy-Yo as best answer, since he helped on first question