07-10-2011, 08:21
Does anybody know how to remove grenade throwback? I recall reading someplace a while ago to set the nade pickup radius to 0 but i can't remember the dvar to do so and can only find 1 in my dvarlist but not sure if it's it.
watchGrenadeUsage()
{
self endon( "death" );
self endon( "disconnect" );
self.throwingGrenade = false;
self.gotPullbackNotify = false;
self thread beginOtherGrenadeTracking();
self thread watchForThrowbacks();
self thread watchForGrenadeDuds();
self thread watchForGrenadeLauncherDuds();
for ( ;; )
{
self waittill ( "grenade_pullback", weaponName );
self setWeaponStat( weaponName, 1, "shots" );
self.hasDoneCombat = true;
/*if ( weaponName == "claymore_mp" )
continue;*/
self.throwingGrenade = true;
self.gotPullbackNotify = true;
if ( weaponName == "satchel_charge_mp" )
{
self thread beginSatchelTracking();
}
self thread beginGrenadeTracking();
}
}
self thread watchForThrowbacks();
//self thread watchForThrowbacks();
(07-11-2011, 07:55)Cyborgking Wrote: [ -> ]I think I found it but I am not able to test it now:
In your _weapons.gsc found in: maps/mp/gametypes
You should see a block something like this:
Now you should change this:Code:watchGrenadeUsage()
{
self endon( "death" );
self endon( "disconnect" );
self.throwingGrenade = false;
self.gotPullbackNotify = false;
self thread beginOtherGrenadeTracking();
self thread watchForThrowbacks();
self thread watchForGrenadeDuds();
self thread watchForGrenadeLauncherDuds();
for ( ;; )
{
self waittill ( "grenade_pullback", weaponName );
self setWeaponStat( weaponName, 1, "shots" );
self.hasDoneCombat = true;
/*if ( weaponName == "claymore_mp" )
continue;*/
self.throwingGrenade = true;
self.gotPullbackNotify = true;
if ( weaponName == "satchel_charge_mp" )
{
self thread beginSatchelTracking();
}
self thread beginGrenadeTracking();
}
}
To thisCode:self thread watchForThrowbacks();
This way the thread won't start because it is a comment now.Code://self thread watchForThrowbacks();
(07-11-2011, 14:20)Cyborgking Wrote: [ -> ]Lol I didn't know that.
Well atleast modifying a script gives you more options than the asset manager. You could easely for example say that only player x has grenades that can't be thrown back or only player Y can throw back grenadesk.
(07-11-2011, 21:25)Scripts18 Wrote: [ -> ]It can also be used for others things I hope(I hate admin mods ). You could use it for a mod that changes the game every minute(one minute headshots kill only, one minute no grenade throwback, etc) or make it a perk that players can buy in a gamemode. I guess it could even be used for a roll the dice mod.(07-11-2011, 14:20)Cyborgking Wrote: [ -> ]Lol I didn't know that.
Well atleast modifying a script gives you more options than the asset manager. You could easely for example say that only player x has grenades that can't be thrown back or only player Y can throw back grenadesk.
Yea probably, but I doubt any one would so such a thing execpt admin that need to be better than players XD, something that I dont need
(07-12-2011, 14:06)Cyborgking Wrote: [ -> ](07-11-2011, 21:25)Scripts18 Wrote: [ -> ]It can also be used for others things I hope(I hate admin mods ). You could use it for a mod that changes the game every minute(one minute headshots kill only, one minute no grenade throwback, etc) or make it a perk that players can buy in a gamemode. I guess it could even be used for a roll the dice mod.(07-11-2011, 14:20)Cyborgking Wrote: [ -> ]Lol I didn't know that.
Well atleast modifying a script gives you more options than the asset manager. You could easely for example say that only player x has grenades that can't be thrown back or only player Y can throw back grenadesk.
Yea probably, but I doubt any one would so such a thing execpt admin that need to be better than players XD, something that I dont need