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Custom Starting Pistol

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Created 9 years ago
by elichvatal
0 Members and 1 Guest are viewing this topic.
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So I ported the bo2 colt and the weapon file is called bo2_colt. I changes the stuff in _loadout.gsc but i spawn with no weapon and when i switch weapons i have the regulor colt. I followed ZK's tut on yt but it just dosent work. any help :-\
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So I ported the bo2 colt and the weapon file is called bo2_colt. I changes the stuff in _loadout.gsc but i spawn with no weapon and when i switch weapons i have the regulor colt. I followed ZK's tut on yt but it just dosent work. any help :-\
you could always make it so when they spawn it takes there weapons and gives the desired weapon
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Stupid, but it works.
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find this in loadout.gsc replace zombie_colt with your new starting weapon

Code Snippet
Plaintext
else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) || level.script == "zombie_test_map" || level.script == "zombie_area" ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if( IsSubStr( level.script, "intro_" ) ) // Support for the intro movies for the campaigns
{
return;
}
else if( level.script == "credits" )
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");
level.campaign = "american";
return;
}


also to fix the one weapon bug: change zombie_colt from _zombiemode_weapons to the name of your starting pistol

Code Snippet
Plaintext
if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}

make sure you include your weapon in mod.csv 
Code Snippet
Plaintext
weapon,sp/something
Last Edit: May 01, 2015, 01:00:57 am by X0master
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find this in loadout.gsc replace zombie_colt with your new starting weapon

Code Snippet
Plaintext
else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) || level.script == "zombie_test_map" || level.script == "zombie_area" ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if( IsSubStr( level.script, "intro_" ) ) // Support for the intro movies for the campaigns
{
return;
}
else if( level.script == "credits" )
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");
level.campaign = "american";
return;
}


also to fix the one weapon bug: change zombie_colt from _zombiemode_weapons to the name of your starting pistol

Code Snippet
Plaintext
if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}

make sure you include your weapon in mod.csv 
Code Snippet
Plaintext
weapon,sp/something
Cant find the zombiemode_weapons script? :-\
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search zombie_colt in notepad
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cannot find zombie_colt
broken avatar :(
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Location: us
Date Registered: 20 September 2013
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in search you see direction :up and down then press find next
Last Edit: May 01, 2015, 01:13:17 am by X0master
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yea i see it

 
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