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Getting extra wepons from the box if I have picked up weapon

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Created 10 years ago
by josemassacre
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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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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?

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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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.
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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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

I think you have to use his function to fix that since your using his perks. There were previous posts about this here, but I can't remember how to search for them... maybe this:
https://ugx-mods.com/forum/index.php/topic,9598.msg105416.html#msg105416
Last Edit: July 26, 2016, 09:32:18 pm by MakeCents
Marked as best answer by josemassacre 10 years ago
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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 ;)
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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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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
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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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

Lol, I was just going to suggest that. Let me know how it works. That script might be dated.
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Lol, I was just going to suggest that. Let me know how it works. That script might be dated.
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
Last Edit: July 26, 2016, 09:55:32 pm by josemassacre
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Yes if you spawned a gun model and a trigger or something so you can choose the behaviour that will work
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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

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.

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
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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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.
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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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?

No, you just use it on the ones you want to use it on, like the weapon traders.
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No, you just use it on the ones you want to use it on, like the weapon traders.
Heck yeah then I'd love it man
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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.
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 )
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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 )

Sure, but it wouldn't be hard at all, or bad, to have a loop thread on each player, that updates the primary list size variable your using, every time your weapon changes and/or is complete, and that would work for what he is doing then, with the floor weapons. You just couldn't get a third gun from the floor when you had mulekick, unless you got really clever and tracked the last gun as well, and caught it there.

I'm not following you there about the gained and lost during inventory changes. Of course I never tried using a var to keep track of weapon count since you can use the functions that exist to check it at any time, so I don't know all the issues you could run into. Or maybe it has something to do with one of your perks, idk. It was just a suggestion so he didn't have to use my stuff to fix it, which would be extra work at this point.
Last Edit: July 27, 2016, 12:20:41 pm by MakeCents

 
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