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Laser Sight Attachment

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Created 8 years ago
by Deleted User
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So how i enable the cg_laserForceOn on a certain weapon and it's always active in game?
Any help is appreciate. :)
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Code Snippet
Plaintext
laser()
{
while(1)
{
if(self getcureentweapon() == "zombie_colt" )
{
self setClientDvar( "cg_laserForceOn", 1 );
}
else
{
self setClientDvar( "cg_laserForceOn", 0 );
}
wait .2;
}
}


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Code Snippet
Plaintext
laser()
{
while(1)
{
if(self getcureentweapon() == "zombie_colt" )
{
self setClientDvar( "cg_laserForceOn", 1 );
}
else
{
self setClientDvar( "cg_laserForceOn", 0 );
}
wait .2;
}
}



getcurrentweapon()* Just in case you didnt notice that and to save OP with one less bad syntax error :)
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Code Snippet
Plaintext
laser()
{
while(1)
{
if(self getcureentweapon() == "zombie_colt" )
{
self setClientDvar( "cg_laserForceOn", 1 );
}
else
{
self setClientDvar( "cg_laserForceOn", 0 );
}
wait .2;
}
}


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Spoiler: click to open...

Show how you put in the script in new .gsc
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Show how you put in the script in new .gsc
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Spoiler: click to open...

Show the actual script
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Show the actual script
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Thats where your issue is. Change laser() to init() and add this on top of the script:

Code Snippet
Plaintext
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
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Thats where your issue is. Change laser() to init() and add this on top of the script:

Code Snippet
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#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
there's a problem now, the round wont start.
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there's a problem now, the round wont start.

Oh yeah, the whole thing isnt even threaded on players :facepalm2:
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You need to cll it on the players,  so add a function that gets the players and thread this function on each one of them. On my phone now but sure someone can help
Marked as best answer by Deleted User 8 years ago
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Fixed the round thing but there's no laser on the pistol. :(

EDIT: Fixed... the laser it works!

Thank you Stuffy, Hitman & X0master  :)

 
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