I am wanting to add more weapons to different classes drop down menus, is this at all possiable to accomplish!??!
Any help would be most greatful!!!
:drink: :banghead: :drink:
I am wanting to add more weapons to different classes drop down menus, is this at all possiable to accomplish!??!
Any help would be most greatful!!!
:drink: :banghead: :drink:
A big thanks & V57 to bacon for helping me out!!!
The drop down menu works great now, but when I chose the the weapon from the class that I want to use it with, it doesn’t work.
i.e. i chose class field ops and weapon flamethrower, but what i get is class field ops weapon mp40.
I have been scratching my head for awhile now and just can’t figure it out.
:bash:
pretty much everything i have started out to do is accomplished. But what i need help on now is how do i go about making the garand and mg42 reloadable and is it possiable to increase the amount of landmines from 10 to 20.
TIA for any help i receive!!!
Wang
To allow garand/mg42 reload midclip comment out this: (it’s in bg_pmove.c)
if(((weapon == WP_CARBINE) && pm->ps->ammoclip[WP_CARBINE] != 0) || ((weapon == WP_MOBILE_MG42 || weapon == WP_MOBILE_MG42_SET) && pm->ps->ammoclip[WP_MOBILE_MG42] != 0) || ((weapon == WP_GARAND || weapon == WP_GARAND_SCOPE) && pm->ps->ammoclip[WP_GARAND] != 0)) {
return; // Gordon: no reloading of the carbine until clip is empty
}
To increase the number of landmines open g_public.h and change the number on this line:
#define MAX_TEAM_LANDMINES 10
Once again bacon you have helped me out very much!!!
and i Thank You for all the help you will give me in the future! :drink:
I would like to add xp save and double jump to my mod wounld anyone know how I could go about doing this??
p.s. Bacon, thx for the throwable knives !!!
I also want to be able to have the field ops & medic to be able to useevery weapon class, but only one at a time.
Because with the code the way it is now, field ops & medics have multiply weapons in the smg slot, I have tried several different ways to change it but haven’t had any luck so far.
if ( g_knifeonly.integer != 1 ) {
// Field ops gets binoculars, ammo pack, artillery, and a grenade
if ( pc == PC_FIELDOPS ) {
AddWeaponToPlayer( client, WP_AMMO, 0, 1, qfalse );
if( AddWeaponToPlayer( client, WP_BINOCULARS, 1, 0, qfalse ) ) {
client->ps.stats[STAT_KEYS] |= ( 1 << INV_BINOCS );
}
AddWeaponToPlayer( client, WP_SMOKE_MARKER, GetAmmoTableData(WP_SMOKE_MARKER)->defaultStartingAmmo, GetAmmoTableData(WP_SMOKE_MARKER)->defaultStartingClip, qfalse );
if( client->sess.sessionTeam == TEAM_AXIS ) {
AddWeaponToPlayer( client, WP_MP40, GetAmmoTableData(WP_MP40)->defaultStartingAmmo, GetAmmoTableData(WP_MP40)->defaultStartingClip, qtrue );
AddWeaponToPlayer( client, WP_GRENADE_LAUNCHER, 0, 1, qfalse );
} else {
AddWeaponToPlayer( client, WP_THOMPSON, GetAmmoTableData(WP_THOMPSON)->defaultStartingAmmo, GetAmmoTableData(WP_THOMPSON)->defaultStartingClip, qtrue );
AddWeaponToPlayer( client, WP_GRENADE_PINEAPPLE, 0, 1, qfalse );
}
} else if( pc == PC_MEDIC ) {
if( client->sess.skill[SK_BATTLE_SENSE] >= 1 ) {
if( AddWeaponToPlayer( client, WP_BINOCULARS, 1, 0, qfalse ) ) {
client->ps.stats[STAT_KEYS] |= ( 1 << INV_BINOCS );
}
}
AddWeaponToPlayer( client, WP_MEDIC_SYRINGE, GetAmmoTableData(WP_MEDIC_SYRINGE)->defaultStartingAmmo, GetAmmoTableData(WP_MEDIC_SYRINGE)->defaultStartingClip, qfalse );
if( client->sess.skill[SK_FIRST_AID] >= 4 )
AddWeaponToPlayer( client, WP_MEDIC_ADRENALINE, GetAmmoTableData(WP_MEDIC_ADRENALINE)->defaultStartingAmmo, GetAmmoTableData(WP_MEDIC_ADRENALINE)->defaultStartingClip, qfalse );
AddWeaponToPlayer( client, WP_MEDKIT, GetAmmoTableData(WP_MEDKIT)->defaultStartingAmmo, GetAmmoTableData(WP_MEDKIT)->defaultStartingClip, qfalse );
if (client->sess.sessionTeam == TEAM_AXIS) {
AddWeaponToPlayer( client, WP_MP40, 0, GetAmmoTableData(WP_MP40)->defaultStartingClip, qtrue );
AddWeaponToPlayer( client, WP_GRENADE_LAUNCHER, 0, 1, qfalse );
} else {
AddWeaponToPlayer( client, WP_THOMPSON, 0, GetAmmoTableData(WP_THOMPSON)->defaultStartingClip, qtrue );
AddWeaponToPlayer( client, WP_GRENADE_PINEAPPLE, 0, 1, qfalse );
}
} else if ( pc == PC_SOLDIER ) {
if( client->sess.skill[SK_BATTLE_SENSE] >= 1 ) {
if( AddWeaponToPlayer( client, WP_BINOCULARS, 1, 0, qfalse ) ) {
client->ps.stats[STAT_KEYS] |= ( 1 << INV_BINOCS );
}
}
I am thinking about make axis/allies entity for each field ops & medic but don’t know if it will work.
Looking for some input!!!