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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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So in my new map I want to do it where you have to scavenge for weapons except the mysterybox will be available, however any time i pick up a weapon and then hit the box i get another weapon slot.
example
i have my starting olympia (i changed the starting weapon properly, including zombiemode_weapons and in harrys perks)
i pick up the mauser then hit the box
i get a third weapon. if i hit the box immediately again it will swap for one of my three weapons.
however if i get my third gun and swap one of my three with a weapon on the ground
then hit the box i will get a fourth weapon slot. anyone had this problem that may be able to help?
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Nice! lol. Anyway, what scripts are you using. The default box has some things you can check where it gives you the weaopn, and if your using Harry's perks I hear there is some function you have to use instead when you give weapons or it will do something like this, I think.
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the only scripts im using right now is a respawn script teleporter script and harrys perks.
i did change in the weapons file where it checks if you have the colt that was the only thing i changed there. i did the loadout stuff and i changed it in harrys perks but i didn't want to just assume it was harrys perks. i'm still using the regular mysterybox script though
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There's no way to use my give weapon function with weapons off the floor to my knowledge - so my inventory tracking never knows that you picked it up
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hmmm i dont suppose spawning them in via script would solve the problem?
now that i think about it i could use makecents weapon trader and use your give function with it.
thanks for letting me know harry
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Lol, I was just going to suggest that. Let me know how it works. That script might be dated.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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There's no way to use my give weapon function with weapons off the floor to my knowledge - so my inventory tracking never knows that you picked it up
now thinking about it im gonna need quite a few of the weapon traders on the map will that cause a problem?
at the moment the map has 6 locations with 4-12 weapons in each location and the map is going to have even more locations when finished.
im seeing myself needing at least 75 weapon traders lol
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That old weapon trader uses a trigger method I think. Two issues there, closer to g spawn and over the hint string limit. I can send you a newer weapon trade script that uses my no trigger script, which will use a little menu editing and save half the entities and you won't hit the limit then. But you'll lose the language conversion use of the & strings. Which unless you set the hints to the same thing, your over the limit anyway. Let me know.
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well i don't set my hintstrings for my weapons in the & format so thats fine but would i have to edit hintstrings that do? like box door prices etc?
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No, you just use it on the ones you want to use it on, like the weapon traders.
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![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
It would if you were checking primaries size and setting the var, rather than trying to track the var, wouldn't it?
If your you're using mule kick, I don't think floor guns will play nice with them.
That old weapon trader uses a trigger method I think. Two issues there, closer to g spawn and over the hint string limit. I can send you a newer weapon trade script that uses my no trigger script, which will use a little menu editing and save half the entities and you won't hit the limit then. But you'll lose the language conversion use of the & strings. Which unless you set the hints to the same thing, your over the limit anyway. Let me know.
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it only updates when my function is called
i did think of trying to make a different way, but couldnt think of a proper way to track what should be lost, and what should be gained when the inventory changes, and that wont conflict with scripts messing with your inventory ( like going in to last stand )