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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


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