Would it be possible to make it so that when holding a specific weapon, the viewhands are completely invisible? I've tried using the ugx weapon editor, but I can't seem to get anything to work. Anybody else know if there's a way? Thanks!
Sorry to bump this month old topic, but I'm looking to actually solve this problem now, and I'm still kind of confused on what to do. I tried out something like this:
Sorry to bump this month old topic, but I'm looking to actually solve this problem now, and I'm still kind of confused on what to do. I tried out something like this:
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
didnt even check that, just added two lines, btw without those it would take the hands when using the weapon then never give it back, or at least it looks like it would
Last Edit: May 16, 2017, 05:07:28 pm by death_reaper0
I have this script as its own separate GSC file, called within _zombiemode.gsc like usual. I've gotten the viewmodels for the weapons fixed, but the viewarms for the flamethrower remain visible. I came up with a different solution to use a pair of invisible viewarms to switch to instead of tag_origin, but that didn't fix anything. Anyone wanna look at the full script that I'm using to see if I'm doing anything wrong?
Code Snippet
Plaintext
init() { level thread OnPlayerConnect(); }
OnPlayerConnect() { for( ;; ) { level waittill( "connecting", player ); player thread OnPlayerSpawned(); } }
is what happens is the first string and GetCurrentWeapon get turned into a Boolean evaluation and then the second string is evaluated as a Boolean which is not comparable. if you run it in developer 1 you should get an error stating "can't compare Boolean to string" but if you arent running in developer 1 it will just kill the thread and not do anything
you need to make your if statement like this since you are testing the same string twice against two different values.
As well as if you are using a model that is not loaded by the zombiemode scripts then you need to preCacheModel the model before _load::main is called which is done inside of _zombiemode::main.