I've come to realize there is an error in this method, it works perfect, you have the gun on the wall (The Model), you can buy ammo like a normal wall buy.
prefab > spawnable_weapon_lmg_dingo.map copied from another wallbuy prefab and edited these.
// entity 1
{
guid "{3E2736E2-8C12-11E6-81F6-001BDC0FFAB5}"
"classname" "script_struct"
"angles" "0 360 0"
"origin" "0 0 46"
"target" "auto38"
"targetname" "weapon_upgrade"
"zombie_weapon_upgrade" "lmg_cqb"
"_color" "1 0 0"
}
// entity 2
{
guid "{3E2736E3-8C12-11E6-81F6-001BDC0FFAB5}"
"classname" "script_struct"
"angles" "0 360 0"
"model" "wpn_t7_lmg_dingo_world"
"origin" "0 0 46"
"targetname" "auto38"
"_color" "1 0 0"
}
// entity 3
{
guid "{3E2736E4-8C12-11E6-81F6-001BDC0FFAB5}"
"classname" "script_model"
"model" "wpn_t7_lmg_dingo_world"
"origin" "0 0 46"
"_color" "1 0 0"
"client_server" "ServerSide"
"lightingstate1" "1"
"lightingstate2" "1"
"lightingstate3" "1"
"lightingstate4" "1"
"modelscale" "1"
"shadow_casting" "1"
After you Pack o Punch said gun you have on the wall. The ammo for the wall buy is now by auto 4,500 refill on the wall buy like it should and here's the problem, you can buy it but it doesn't refill your ammo.
so I thought to look at the weapon table which I have made in my > Call of Duty Black Ops III\usermaps\zm_yourmapname\gamedata\weapons\zm\zm_levelcommon_weapons.csv
+
Also stringed in my zone folder > Call of Duty Black Ops III\usermaps\zm_yourmapname\zone_source\zm_youmapname.zone
I added at the bottom
stringtable,gamedata/weapons/zm/zm_levelcommon_weapons.csv
I just used it to change the cost of the guns and add att's but anyways in there is a row for wallbuy_autospawn true or false... but they are all already True.
So if anyone knows how to fix this so when buying ammo for added wall gun pack o punched actually fills you're ammo.
If its scripting something, I don't have a clue. Perhaps its scripting the "targetname" "weapon_upgrade" to some how add these weapon upgrades to the list?
Double Post Merge: October 17, 2016, 02:42:05 pm
Could it be this?
share\raw\scripts\zm\_zm_weapons.gsc
line 833 in the file
function init_spawnable_weapon_upgrade()
{
// spawn_list construction must be matched in _zm_weapons.csc function init() or your level will not load.
spawn_list = [];
spawnable_weapon_spawns = struct::get_array( "weapon_upgrade", "targetname" );
spawnable_weapon_spawns = ArrayCombine( spawnable_weapon_spawns, struct::get_array( "bowie_upgrade", "targetname" ), true, false );
spawnable_weapon_spawns = ArrayCombine( spawnable_weapon_spawns, struct::get_array( "sickle_upgrade", "targetname" ), true, false );
spawnable_weapon_spawns = ArrayCombine( spawnable_weapon_spawns, struct::get_array( "tazer_upgrade", "targetname" ), true, false );
spawnable_weapon_spawns = ArrayCombine( spawnable_weapon_spawns, struct::get_array( "buildable_upgrade", "targetname" ), true, false );
if ( IS_TRUE( level.use_autofill_wallbuy ) )
{
spawnable_weapon_spawns = ArrayCombine( spawnable_weapon_spawns, level.active_autofill_wallbuys, true, false );
}
if so how I would I use it?