Help Gold Desert Eagle classes
#1
Hi itsmods, I just had a quick question maybe someone could help me out..

Im working on a patch for PC and am trying to add something that will give players a gold desert eagle on their classes.

Quote:self setplayerdata( "customClasses", 1, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 2, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 3, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 4, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 5, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 6, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 7, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 8, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 9, "weaponSetups", 1, "weapon", "deserteaglegold" );
self setplayerdata( "customClasses", 10, "weaponSetups", 1, "weapon", "deserteaglegold" );
This is what I have, but instead of giving a desert eagle it gives a usp 45? Although in the create a class menu it clearly shows "Gold Desert Eagle"....

Where have I gone wrong? help please =D
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#2
(01-27-2013, 01:44)camxxcore Wrote: Hi itsmods, I just had a quick question maybe someone could help me out..

Im working on a patch for PC and am trying to add something that will give players a gold desert eagle on their classes.

Where have I gone wrong? help please =D

You are trying to modify the player's classes instead of replacing them.

Code:
onPlayerSpawned() { self endon( "disconnect" ); for( ; ; ) { self waittill( "spawned_player" ); //self takeallweapons(); //uncomment this line if you want to remove every weapon and just add a gold deagle self giveweapon("deserteaglegold_mp",0,false); self givemaxammo("deserteaglegold_mp"); wait (0.5); self switchtoweapon("deserteaglegold_mp",0,false); } }

This will give everyone a 3rd wepon (gold deagle now), but if you want to make a gold deagle only mod, you should uncomment the "//self takeallweapons();" command.
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#3
There is a function in _class.gsc with handgun names, try to add the deserteaglegold_mp there. I dont know if it will work
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#4
(01-27-2013, 13:11)Yamato Wrote: There is a function in _class.gsc with handgun names, try to add the deserteaglegold_mp there. I dont know if it will work

Yes ,it is working. (but only on servers with modified class.gsc)

In _class.gsc line 922 -> 1058:

Code:
isValidPrimary( refString ) { switch ( refString ) { case "riotshield": case "ak47": case "m16": case "m4": case "fn2000": case "deserteaglegold": case "masada": case "famas": case "fal": case "scar": case "tavor": case "mp5k": case "uzi": case "p90": case "kriss": case "ump45": case "barrett": case "wa2000": case "m21": case "cheytac": case "rpd": case "sa80": case "mg4": case "m240": case "aug": return true; default: assertMsg( "Replacing invalid primary weapon: " + refString ); return false; } } isValidSecondary( refString ) { switch ( refString ) { case "beretta": case "usp": case "deserteagle": case "coltanaconda": case "deserteaglegold": case "glock": case "beretta393": case "pp2000": case "tmp": case "m79": case "rpg": case "at4": case "stinger": case "javelin": case "ranger": case "model1887": case "striker": case "aa12": case "m1014": case "spas12": case "onemanarmy": return true; default: assertMsg( "Replacing invalid secondary weapon: " + refString ); return false; } }

Full modified _class.gsc:
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#5
(01-27-2013, 13:11)Yamato Wrote: There is a function in _class.gsc with handgun names, try to add the deserteaglegold_mp there. I dont know if it will work

Yep, IW added those weapon check functions with some patch to prevent users from modifying their classes with a class editior to get weird overpowered classes.
[Image: lxkf2.jpg]
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#6
Can't thank you guys enough for the help, I got it all working fine now. Didn't realize there were any weapon checks like that.
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