Different wall-buy

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by MisterDeadeye
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Not changing this until Dark Cloud gets another installment
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What's up, guys? So I want to add an RK5 model, place it on a table, and I want to script it so that it can be interacted with(and bought) much like a wall-buy. If it's possible to make the gun disappear afterward, without too much trouble, that's the end goal, but if not, that's fine too.

Can anyone help me out with that, or point me in the direction so that I can read how to do so myself?
Marked as best answer by treminaor on Today at 11:51:36 pm
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Here is a tutorial by JBird that shows how to make a simple purchase loop with a trigger.
Just use this and put a RK5 model on the table with a trigger and there you go.
Then just give the player an RK5.

This would need to be done differently though if you want it to do ammo afterwords.

As for making it disappear, you could move the RK5 model out of the map, However everything i've tried to move a model in script hasn't worked so far.

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Last Edit: October 01, 2016, 10:50:37 pm by reckfullies
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Here is a tutorial by JBird that shows how to make a simple purchase loop with a trigger.
Just use this and put a RK5 model on the table with a trigger and there you go.
Then just give the player an RK5.

This would need to be done differently though if you want it to do ammo afterwords.

As for making it disappear, you could move the RK5 model out of the map, However everything i've tried to move a model in script hasn't worked so far.

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Awesome, thanks for the concise reply! I must have subscribed to him after he posted this. I should really go back and watch all of his mod tools videos.
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Here is a tutorial by JBird that shows how to make a simple purchase loop with a trigger.
Just use this and put a RK5 model on the table with a trigger and there you go.
Then just give the player an RK5.

This would need to be done differently though if you want it to do ammo afterwords.

As for making it disappear, you could move the RK5 model out of the map, However everything i've tried to move a model in script hasn't worked so far.

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Couldn't you just use getEnt for the model then call Delete() ? That works for me in my easter egg hunt part...

 

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