06-13-2011, 22:12
06-13-2011, 22:16
Self giveweapon("makarov_mp");
No?)
No?)
06-13-2011, 22:24
(06-13-2011, 22:16)G-Man Wrote: [ -> ]Self giveweapon("makarov_mp");
No?)
.. -.-
I said it with correct grammars and spelling. I think the last 5 posts I've made were, but you force me to dumb them down.
06-13-2011, 22:26
Sorry for useless spam azu
06-13-2011, 22:35
I couldn't find an easy way of doing it, but you could try this.
I havn't checked any of that but I tryed
PHP Code:
HowToGetSecondary()
{
return self.secondaryweapon;
}
HowToUseSecondary()
{
if(HowToGetSecondary() == "")
self giveweapon (whatever)
}
I havn't checked any of that but I tryed
06-14-2011, 05:34
Code:
func()
{
secondary = undefined;
wep = self GetWeaponsList();
for(i=0;i<wep.size;i++)
{
if(isSecondaryWeapon(wep[i]))
{
secondary = wep[i];
break;
}
}
}
isSecondaryWeapon(weaponName)
{
switch(maps\mp\gametypes\_missions::getWeaponClass(weaponName))
{
case "weapon_pistol":
case "weapon_launcher":
case "weapon_special":
return true;
}
return false;
}
06-14-2011, 11:13
(06-14-2011, 05:34)met94 Wrote: [ -> ]Code:func()
{
secondary = undefined;
wep = self GetWeaponsList();
for(i=0;i<wep.size;i++)
{
if(isSecondaryWeapon(wep[i]))
{
secondary = wep[i];
break;
}
}
}
isSecondaryWeapon(weaponName)
{
switch(maps\mp\gametypes\_missions::getWeaponClass(weaponName))
{
case "weapon_pistol":
case "weapon_launcher":
case "weapon_special":
return true;
}
return false;
}
Thank you