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Wallweapon Hintstring disappears

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Created 11 years ago
by HitmanVere
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I set up Wunderwaffe as wallbuy (dont ask why), used same trigger I have in other working wallweapons and when I first buy it, I cant buy ammo off it. Is there script preventing this?
Marked as best answer by HitmanVere 11 years ago
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My Custom Zombie Maps:

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more custom zombie maps coming soon
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Hi HitmanVere,

there is a function in  _zombiemode_weapons.gsc    under the function about the weapons

you will see this:


Code Snippet
Plaintext

//remove this function and whenever it's call for production. this is only for testing purpose.
add_limited_tesla_gun()
{

weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = weapon_spawns[i].zombie_weapon_upgrade;
if(hint_string == "tesla_gun")
{
weapon_spawns[i] waittill("trigger");
weapon_spawns[i] trigger_off();
break;

}

}

}



you need to delete or disable that function,  for disable use this on the begin of that function:  /*   and   on the end of that function use this:  */

like this as a sample:


Code Snippet
Plaintext

/*

//remove this function and whenever it's call for production. this is only for testing purpose.
add_limited_tesla_gun()
{

weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = weapon_spawns[i].zombie_weapon_upgrade;
if(hint_string == "tesla_gun")
{
weapon_spawns[i] waittill("trigger");
weapon_spawns[i] trigger_off();
break;

}

}

}

*/



what that function does is that when you buy the wunderwaffe then the trigger will disable wunderwaffe

and then you could not buying anymore wunderwaffe.  here my explain above that will make that you can buy the wunderwaffe again or ammo :)


I hope that this will help you out of it :)


best regards,
Gamer9294 :)
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Hi HitmanVere,

there is a function in  _zombiemode_weapons.gsc    under the function about the weapons

you will see this:


Code Snippet
Plaintext

//remove this function and whenever it's call for production. this is only for testing purpose.
add_limited_tesla_gun()
{

weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = weapon_spawns[i].zombie_weapon_upgrade;
if(hint_string == "tesla_gun")
{
weapon_spawns[i] waittill("trigger");
weapon_spawns[i] trigger_off();
break;

}

}

}



you need to delete or disable that function,  for disable use this on the begin of that function:  /*   and   on the end of that function use this:  */

like this as a sample:


Code Snippet
Plaintext

/*

//remove this function and whenever it's call for production. this is only for testing purpose.
add_limited_tesla_gun()
{

weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = weapon_spawns[i].zombie_weapon_upgrade;
if(hint_string == "tesla_gun")
{
weapon_spawns[i] waittill("trigger");
weapon_spawns[i] trigger_off();
break;

}

}

}

*/



what that function does is that when you buy the wunderwaffe then the trigger will disable wunderwaffe

and then you could not buying anymore wunderwaffe.  here my explain above that will make that you can buy the wunderwaffe again or ammo :)


I hope that this will help you out of it :)


best regards,
Gamer9294 :)

Thanks, works now :P
Although, better would be commenting out the call, which is level thread add_limited_tesla_gun(). Your method also works, but this way its simpler :)
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Thanks, works now :P
Although, better would be commenting out the call, which is level thread add_limited_tesla_gun(). Your method also works, but this way its simpler :)

ohhh sorry I forget that xD but it works that is nice :)

and no problem man, you welcome :)


best regards,
Gamer9294

 
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