[SOLVED] 3 weapons / additional weapon
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Hey, guys. I'm trying to use 3 weapons on my server, but without success so far ...
I try to change weapon_limit to weapon_limit = 3 and maxweapons to maxweapons = 3 in the script, but without success ...
I thought about adding mule kick, but I don't know how to continue with mule kick after drop and revive...HELP PLSSSSS
(sorry, i'm using google translate) -
Hey, guys. I managed to make it work. Changing by the "main" script was not working, I downloaded the decompiled _zm_utility script, changed the rules and copied it to the server, now the server loads 2 scripts. I don't think it's the best solution, but I didn't find anything about it, so I'll leave my solution here.
if (true)
{
weapon_limit = level.additionalprimaryweapon_limit;
} -
broken168 I wouldn't recommend using that script as it is currently, due to it being in the major errors category still. I never got around to fixing it since its likely to be difficult to fix due to its size and the number functions it contains. I can't recall the exact bugs I encountered when I tested _zm_utility.gsc so anyone else wanting to use this script be warned that there may be unintended behaviors.
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JezuzLizard Thanks for letting me know. I will continue testing and leave my feedback in case something goes wrong.
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JezuzLizard I found these bugs: the monkey bomb and the flashbang are working as weapons, that is, when I have 3 guns and I get the monkey bomb, I lose a gun. if I have the monkey bomb and try to get the flashbang, or vice versa, I can't, but I can get another weapon without losing the monkey bomb / flashbang. this is confusing, sorry.
do you know how i can change weapon_limit without having to load the script?
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broken168 Define this function override in _clientids.gsc
level.get_player_weapon_limit = ::new_weapon_limit; new_weapon_limit( player ) { return 3; }
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THANK YOU SO MUCH :))))))
I tried to add the code the way you showed it, but there was an error in syntax when I tried to compile. I tried to make a change until it worked. it looked like this:
newLimit() { level.get_player_weapon_limit = ::new_weapon_limit; } new_weapon_limit( player ) { return 3; }
and called the newLimit () function; in spawned action.
TY TY TY