heres my theory, do you have upgraded versions of the weapons in game? if no that could be the issue and if yes maybe your upgraded versions have more ammo then the normal weapon but both the normal and upgraded version are sharing the same ammo so you can buy more ammo until its lower on ammo, again just my theory
heres my theory, do you have upgraded versions of the weapons in game? if no that could be the issue and if yes maybe your upgraded versions have more ammo then the normal weapon but both the normal and upgraded version are sharing the same ammo so you can buy more ammo until its lower on ammo, again just my theory
Any theory better then what im goin on but what do you mean by upgraded version in game??
I'm guessing i dont since im not sure what your talking about. where or how r they added? Double Post Merge: August 19, 2014, 05:45:56 am
Any theory better then what im goin on but what do you mean by upgraded version in game??
I'm guessing i dont since im not sure what your talking about. where or how r they added? Double Post Merge: August 19, 2014, 05:45:56 amI have'nt changed anything to do with ammo yet. should have I by now??
Well I recommend the start ammo be the same as the max ammo.
For the gun model to appear after you bought it make the chalk a script brushmodel and get the right click script model then choose the model for the gun. After that click on the gun then the script brushmodel and click "W'. After that make your trigger to buy the gun and after you're done click the trigger and click the script model (gun model) and click "W" once again that should make it appear after you bought it that's the way I've done it. As for your other problem are you sure you didn't put any typos in the dlc3_code,_zombiemode_weapons, and the mod.csv? I'm guessing you either did a typo or forgot to.
Last Edit: August 19, 2014, 05:52:31 am by ValenciaRicardo1
For the gun model to appear after you bought it make the chalk a script model and get the right click script model then choose the model for the gun. After that click on the gun then the script brushmodel and click "W'. After that make your trigger to buy the gun and after you're done click the trigger and click the script model (gun model) and click "W" once again that should make it appear after you bought it that's the way I've done it.
Make the chalk a script brushmodel I put script model by mistake ! Like I also said you most likely did a typo with your gun name. Check dlc3_code,zombiemode_weapons,mod.csv you have to have had made a mistake somewhere.
In Radiant it should look like this if you did it right.
Last Edit: August 19, 2014, 05:56:26 am by ValenciaRicardo1
Make the chalk a script brushmodel I put script model by mistake ! Like I also said you most likely did a typo with your gun name. Check dlc3_code,zombiemode_weapons,mod.csv you have to have had made a mistake somewhere.
In Radiant it should look like this if you did it right.
ok so I got the model to load it game. Thanks dude! Any ideas how to fix it so I can buy wall ammo now? Hope so!
No problem glad to help and as I said before did you check that you included the upgraded weapon file in _zombiemode_weapons,dlc3_code, and your mod.csv? Also make sure you didn't do any potential typos. For example can you show us a picture of your _zombiemode_weapons and dlc3 code as well as mod.csv? If you want PM and send me the files and I'll check it out for you.
No problem glad to help and as I said before did you check that you included the upgraded weapon file in _zombiemode_weapons,dlc3_code, and your mod.csv? Also make sure you didn't do any potential typos. For example can you show us a picture of your _zombiemode_weapons and dlc3 code as well as mod.csv? If you want PM and send me the files and I'll check it out for you.
So i put my _zombiemode_weapons.gsc and my dlc3_code.gsc in my orig post but there just sections of it. If you want me to send you the full files i can. And heres the bottom half of my .csv where i added in my shit for the weapons
Make the chalk a script brushmodel I put script model by mistake ! Like I also said you most likely did a typo with your gun name. Check dlc3_code,zombiemode_weapons,mod.csv you have to have had made a mistake somewhere.
In Radiant it should look like this if you did it right.
So this was best answer!! for how to add models to a weapon chalk (just "UN-best" the answered so people will hopefully answer the wall ammo question
( STILL BEST ANSWER FOR ADDING MODELS TO WEAPON CHALKS!!!!!!!!!!!!!) Double Post Merge: August 20, 2014, 03:39:28 pmAnyone?? Still can't seem to be able to buy wall ammo for my BO wall guns!!
Please someone it's the only thing holding my map back. And I'm not about to release it with broken BO weapons or without them at all.
PLEASE HELP!!!
Last Edit: August 20, 2014, 03:39:28 pm by iBarnett
The weapon popout is handled by GSC, I modded it in the BO1 titanfall weapons because it did the exact same thing, it doesn't show. Gimme a minute to find the code.
Okay so how the model code is handled is by the target name as seen in weapon_spawn_think(). This is my way of handling it:
Code Snippet
Plaintext
if( !player_has_weapon ) { // else make the weapon show and give it if( player.score >= cost ) { if( self.first_time_triggered == false ) { model = getent( self.target, "targetname" ); // model show(); model thread weapon_show( player );
switch( self.zombie_weapon_upgrade) { case "rottweil72_zm": model setModel("bo2_weapon_blundergat"); break;
case "m16_zm": model setModel("t6_wpn_swat556_weapon"); break;
case "mp5k_zm": model setModel("bo2_t6_wpn_smg_mp7_world"); break; } self.first_time_triggered = true;
player maps\_zombiemode_score::minus_to_player_score( cost );
bbPrint( "zombie_uses: playername %s playerscore %d teamscore %d round %d cost %d name %s x %f y %f z %f type weapon", player.playername, player.score, level.team_pool[ player.team_num ].score, level.round_number, cost, self.zombie_weapon_upgrade, self.origin );
if ( is_lethal_grenade( self.zombie_weapon_upgrade ) ) { player takeweapon( player get_player_lethal_grenade() ); player set_player_lethal_grenade( self.zombie_weapon_upgrade ); }
player weapon_give( self.zombie_weapon_upgrade );
player check_collector_achievement( self.zombie_weapon_upgrade ); } else { play_sound_on_ent( "no_purchase" ); player maps\_zombiemode_audio::create_and_play_dialog( "general", "no_money", undefined, 1 );
} } else { // MM - need to check and see if the player has an upgraded weapon. If so, the ammo cost is much higher if(IsDefined(self.hacked) && self.hacked) // hacked wall buys have their costs reversed... { if ( !player has_upgrade( self.zombie_weapon_upgrade ) ) { ammo_cost = 4500; } else { ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade ); } } else { if ( player has_upgrade( self.zombie_weapon_upgrade ) ) { ammo_cost = 4500; } else { ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade ); } } // if the player does have this then give him ammo. if( player.score >= ammo_cost ) { if( self.first_time_triggered == false ) { model = getent( self.target, "targetname" ); // model show(); model thread weapon_show( player );
switch( self.zombie_weapon_upgrade) { case "rottweil72_zm": model setModel("bo2_weapon_blundergat"); break;
case "m16_zm": model setModel("t6_wpn_swat556_weapon"); break;
case "mp5k_zm": model setModel("bo2_t6_wpn_smg_mp7_world"); break; } self.first_time_triggered = true; if(!is_grenade) { self weapon_set_first_time_hint( cost, get_ammo_cost( self.zombie_weapon_upgrade ) ); } }
Basically what I did was the 2 instances where it would spawn the model I replaced the model with the proper weapon model I could have just used some function i.e. getWeaponModel(string) but didn't realize it at the time hope that solves that problem. I'll check out the ammo shit now.
Ammo crap is handled by ammo_give() in _zombiemode_weapons I would place some iprintln's to see what's wrong in there even though there should be no problem. Also check weapon_spawn_think() for the ammo_give calls place some iprintln's around there too, make sure to print weapon and self.target to see what it's actually trying to give the ammo to.
Last Edit: August 20, 2014, 05:15:09 pm by DidUknowiPwn
The weapon popout is handled by GSC, I modded it in the BO1 titanfall weapons because it did the exact same thing, it doesn't show. Gimme a minute to find the code.
Thanks man Double Post Merge: August 20, 2014, 06:42:05 pm
The weapon popout is handled by GSC, I modded it in the BO1 titanfall weapons because it did the exact same thing, it doesn't show. Gimme a minute to find the code.
Okay so how the model code is handled is by the target name as seen in weapon_spawn_think(). This is my way of handling it:
Code Snippet
Plaintext
if( !player_has_weapon ) { // else make the weapon show and give it if( player.score >= cost ) { if( self.first_time_triggered == false ) { model = getent( self.target, "targetname" ); // model show(); model thread weapon_show( player );
switch( self.zombie_weapon_upgrade) { case "rottweil72_zm": model setModel("bo2_weapon_blundergat"); break;
case "m16_zm": model setModel("t6_wpn_swat556_weapon"); break;
case "mp5k_zm": model setModel("bo2_t6_wpn_smg_mp7_world"); break; } self.first_time_triggered = true;
player maps\_zombiemode_score::minus_to_player_score( cost );
bbPrint( "zombie_uses: playername %s playerscore %d teamscore %d round %d cost %d name %s x %f y %f z %f type weapon", player.playername, player.score, level.team_pool[ player.team_num ].score, level.round_number, cost, self.zombie_weapon_upgrade, self.origin );
if ( is_lethal_grenade( self.zombie_weapon_upgrade ) ) { player takeweapon( player get_player_lethal_grenade() ); player set_player_lethal_grenade( self.zombie_weapon_upgrade ); }
player weapon_give( self.zombie_weapon_upgrade );
player check_collector_achievement( self.zombie_weapon_upgrade ); } else { play_sound_on_ent( "no_purchase" ); player maps\_zombiemode_audio::create_and_play_dialog( "general", "no_money", undefined, 1 );
} } else { // MM - need to check and see if the player has an upgraded weapon. If so, the ammo cost is much higher if(IsDefined(self.hacked) && self.hacked) // hacked wall buys have their costs reversed... { if ( !player has_upgrade( self.zombie_weapon_upgrade ) ) { ammo_cost = 4500; } else { ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade ); } } else { if ( player has_upgrade( self.zombie_weapon_upgrade ) ) { ammo_cost = 4500; } else { ammo_cost = get_ammo_cost( self.zombie_weapon_upgrade ); } } // if the player does have this then give him ammo. if( player.score >= ammo_cost ) { if( self.first_time_triggered == false ) { model = getent( self.target, "targetname" ); // model show(); model thread weapon_show( player );
switch( self.zombie_weapon_upgrade) { case "rottweil72_zm": model setModel("bo2_weapon_blundergat"); break;
case "m16_zm": model setModel("t6_wpn_swat556_weapon"); break;
case "mp5k_zm": model setModel("bo2_t6_wpn_smg_mp7_world"); break; } self.first_time_triggered = true; if(!is_grenade) { self weapon_set_first_time_hint( cost, get_ammo_cost( self.zombie_weapon_upgrade ) ); } }
Basically what I did was the 2 instances where it would spawn the model I replaced the model with the proper weapon model I could have just used some function i.e. getWeaponModel(string) but didn't realize it at the time hope that solves that problem. I'll check out the ammo shit now.
Ammo crap is handled by ammo_give() in _zombiemode_weapons I would place some iprintln's to see what's wrong in there even though there should be no problem. Also check weapon_spawn_think() for the ammo_give calls place some iprintln's around there too, make sure to print weapon and self.target to see what it's actually trying to give the ammo to.
So i'm a super noob when it comes to scripting. i can find where ammo_give() and wepon_spawn_think() is located but I have no idea what a iprintln's are?? and what do you mean by print weapon and self.target Sorry im lost
Last Edit: August 20, 2014, 06:42:05 pm by iBarnett