Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Preview Gungame Mod
#1
Hello, this is my first try to make a mod for mw2 so please don't be harsh Smile
I won't share just yet the mod because it need cleaning i only have a video uploaded to show you what i made Smile

Some of the features:
  • Perk Streak
  • Knife Downgrade but not upgrading killer's gun
  • Showing what next weapon is, who is the leader etc.


Reply

#2
I dont know if you have solved it, but you have to remove the guns that drop to the ground after you die, because if not players will pick them.
Reply

#3
there is a checker that check's the current weapon of the player, if is not the weapon he must have it removes it and give him the weapon of that level
Reply

#4
How could one disable the drops anyway?
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply

#5
You can make the weapon be deleted in some seconds like:
file: _weapons.gsc
PHP Code:
deletePickupAfterAWhile()
{
    
self endon("death");
    
    
wait 60;

    if ( !
isDefinedself ) )
        return;

    
self delete();


or you can disable dropping here:

PHP Code:
dropWeaponForDeathattacker )
{
    
weapon self.lastDroppableWeapon;
    
    if ( 
isdefinedself.droppedDeathWeapon ) )
        return;

    if ( 
level.inGracePeriod )
        return;
    
    if ( !
isdefinedweapon ) )
    {
        /
#
        
if ( getdvar("scr_dropdebug") == "1" )
            
println"didn't drop weapon: not defined" );
        
#/
        
return;
    }
    
    if ( 
weapon == "none" )
    {
        /
#
        
if ( getdvar("scr_dropdebug") == "1" )
            
println"didn't drop weapon: weapon == none" );
        
#/
        
return;
    }
    
    if ( !
self hasWeaponweapon ) )
    {
        /
#
        
if ( getdvar("scr_dropdebug") == "1" )
            
println"didn't drop weapon: don't have it anymore (" weapon ")" );
        
#/
        
return;
    }
    
    if ( 
weapon != "riotshield_mp" )
    {
        if ( !(
self AnyAmmoForWeaponModesweapon )) )
        {
            /
#
            
if ( getdvar("scr_dropdebug") == "1" )
              
println"didn't drop weapon: no ammo for weapon modes" );
            
#/
            
return;
        }

        
clipAmmoR self GetWeaponAmmoClipweapon"right" );
        
clipAmmoL self GetWeaponAmmoClipweapon"left" );
        if ( !
clipAmmoR && !clipAmmoL )
        {
            /
#
            
if ( getdvar("scr_dropdebug") == "1" )
              
println"didn't drop weapon: no ammo in clip" );
            
#/
            
return;
        }
  
        
stockAmmo self GetWeaponAmmoStockweapon );
        
stockMax WeaponMaxAmmoweapon );
        if ( 
stockAmmo stockMax )
            
stockAmmo stockMax;

        
item self dropItemweapon );
        
item ItemWeaponSetAmmoclipAmmoRstockAmmoclipAmmoL );
    }
    else
    {
        
item self dropItemweapon );    
        if ( !
isDefineditem ) )
            return;
        
item ItemWeaponSetAmmo11);
    }

    /
#
    
if ( getdvar("scr_dropdebug") == "1" )
        
println"dropped weapon: " weapon );
    
#/

    
self.droppedDeathWeapon true;

    
item.owner self;
    
item.ownersattacker attacker;

    
item thread watchPickup();

    
item thread deletePickupAfterAWhile();

    
detach_model getWeaponModelweapon );

    if ( !
isDefineddetach_model ) )
        return;

    if( 
isDefinedself.tag_stowed_back ) && detach_model == self.tag_stowed_back )
        
self detach_back_weapon();

    if ( !
isDefinedself.tag_stowed_hip ) )
        return;

    if( 
detach_model == self.tag_stowed_hip )
        
self detach_hip_weapon();

Reply

#6
I use disablePlayerUse(<player>) or enablePlayerUse() to disable pickup only for some players (it works the same way as trigger_use)
Reply

#7
Well, i believe it's better to disable weapon drop because it causes less data consuming, like there are less object on the world for the script to care about! Smile
Reply

#8
But the entities are deleted after 60 seconds.
Do not take life too seriously. You will never get out of it alive.
[Image: UGPjFJa.jpg]
Reply

#9
even 1-2 objects are consuming memory not much but they do consume some!
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  [Request] modded gungame for combat training ultimate 0 2,451 06-02-2013, 13:14
Last Post: ultimate
  GunGame with doors Mathdu91 22 21,264 04-07-2013, 15:35
Last Post: DYNAMIA
  [Release] Smiles GunGame v2 _Smile_Man_ 8 17,037 04-07-2013, 13:54
Last Post: Borealis
  [Release] SanX GunGame Mod 1.8 d0h! 4 11,661 10-30-2012, 06:01
Last Post: ironcore
  [Release] [contest]Leipe GunGame Dountill 65 41,014 10-19-2012, 16:16
Last Post: willorp
  How can i create a Gungame-Server with own weapons? gumpo03 4 5,367 09-06-2012, 20:06
Last Post: JariZ
  More than 18 gungame? mikeoxbig 7 4,986 08-20-2012, 22:18
Last Post: mikeoxbig
  Ranked gungame synaptik 4 3,835 01-29-2012, 13:46
Last Post: kokole
  Help GunGame .cfg atz3 1 3,821 11-11-2011, 18:47
Last Post: Pozzuh
  Help Gungame in Combattraining iMaster 2 2,766 11-06-2011, 17:12
Last Post: iAegle

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum Powered By MyBB, Theme by © 2002-2024 Melroy van den Berg.