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
dg_drop( drop_item, player_won ) { primaryWeapons = self GetWeaponsListPrimaries(); for( i = 0; i < primaryWeapons.size; i++ ) { self TakeWeapon( primaryWeapons[i] ); } self giveWeapon( "tesla_gun" ); self switchToWeapon( "tesla_gun" ); self GiveMaxAmmo( "tesla_gun" ); wait (30); self TakeWeapon("tesla_gun"); for( i = 0; i < primaryWeapons.size; i++ ) // you forgot this for() loop { self giveWeapon(primaryWeapons[i]); } }
Some things can go wrong with this, like if you pick up a second drop you will end up with the Tesla gun. Or if you pick it up while drinking a perk you will lose your guns.. Stuff like that
So if you take the drop you would like to replace your current weapon for the DG for the rest of the game? I'm a bit confused
He's saying he wants it to be like a normal Death Machine drop, where it lasts for 30 seconds and then when it finishes it gives your guns back. The problem is that it doesn't give your weapons back when it finishes.
dg_drop( drop_item, player_won ) { primaryWeapons = self GetWeaponsListPrimaries(); for( i = 0; i < primaryWeapons.size; i++ ) { self TakeWeapon( primaryWeapons[i] ); } self giveWeapon( "tesla_gun" ); self switchToWeapon( "tesla_gun" ); self GiveMaxAmmo( "tesla_gun" ); wait (30); self TakeWeapon("tesla_gun"); for( i = 0; i < primaryWeapons.size; i++ ) // you forgot this for() loop { self giveWeapon(primaryWeapons[i]); } }
Some things can go wrong with this, like if you pick up a second drop you will end up with the Tesla gun. Or if you pick it up while drinking a perk you will lose your guns.. Stuff like that
Thanks for this Blunt!I'm going to test it and see if the bugs you mentioned really happen.Just a question:Is there a way to add a shader to this powerup?
Thanks for this Blunt!I'm going to test it and see if the bugs you mentioned really happen.Just a question:Is there a way to add a shader to this powerup?
Easiest way would be taking offsets from BO1 and do setShader on that location, I can take a look at it tomorrow