Limbo Menu


(Wang) #1

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:


(bacon) #2

You just need to add the weapons in bg_classes.c


(Wang) #3

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:


(SCDS_reyalP) #4

You need to change SetWolfSpawnWeapons in g_client.c too.


(Wang) #5

That was the TICKET!!!

THANKS A MILLION


(Wang) #6

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


(bacon) #7

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

(Wang) #8

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:


(Wang) #9

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!!!