11-06-2011, 00:48
Pages: 1 2
11-06-2011, 03:04
Ok.
Problem truly solved this time. I changed every "raygun" line to "fn2000" in the gsc's and it worked perfectly.
Problem truly solved this time. I changed every "raygun" line to "fn2000" in the gsc's and it worked perfectly.
11-06-2011, 09:53
well, xD may i ask what was your problem xD, and what did you made?
11-06-2011, 10:35
(11-06-2011, 00:30)Auditor Wrote: [ -> ](11-05-2011, 22:04)Yamato Wrote: [ -> ]Is problem solved or you need more help?
I need more help, I still can't figure out how to change a normal weapon into a super weapon.
For example: i recently tried to make fn2000 a super weapon.
So in the coolweapons folder i copied "_raygun.gsc", changed its name to "_fn2000.gsc" and inside the gsc i changed the weapon "pp2000_eotech_mp" to "fn2000_mp".
Then in the AImod folder i opened "_Mod.gsc" and under the "/* Init */" line
i added "level thread maps\mp\coolweapons\_fn2000::init();" right under "level thread maps\mp\coolweapons\_explosiveintervention::init();"
and it gave me a bad syntax error.
did you change variable names?
level.raygunWeapon = "pp2000_eotech_mp";
level.raygunFX["impact"] = loadFX( "misc/flare_ambient_green" );
to
level.otherSWeapon = "fn2000_mp";
level.SWeaponFX["impact"] = loadFX( "misc/flare_ambient_green" );
Pages: 1 2