(12-01-2012, 22:52)koro35 Wrote: [ -> ]I have no model set for it as you can see in the code
there was a glitch with the model ill try and fix asap /tommorow
ok sorted that with @ [Z00MBY] Alex code mp_fullbody_ally_juggernaut
just need it to reset now when the jug gets killed
Aha I tryed that code, but then I couldn't be knived, I hope only I have this problem, and not other people
.
And btw, you also need to do the hands for the look.
The model should automaticly reset since it gets a new model for the infected. And the bug with the knife i dont think is only us 99irock i think its for everyone
the jug can get knifed on mine ok.
i've tried a few combinations to view hands but none seem to work, any ideas?
Can you maybe post ur source for ur juggernaut, I Wanne see the differents between our code
(12-08-2012, 15:12)99IRock Wrote: [ -> ]Can you maybe post ur source for ur juggernaut, I Wanne see the differents between our code
This was for all players to use i even edited so infected could get 1, seems to go down well, i nulled out server print as it spammed the console. Also used the opforce Model for survivors and ally for infect.
Code:
using System;
using Addon;
using System.Timers;
namespace plugin_test
{
//" : CPlugin" is needed to inherit the functions
public class plugin_test : CPlugin
{
//VARIABLES
bool firstjugg = false;
//
public override void OnMapChange()
{
firstjugg = false;
}
public override void OnServerLoad()
{
ServerPrint("Juggernaut by Reckless/koro35 and RedRum/Irock loaded");
}
public void JuggerFunc(ServerClient Client)
{
iPrintLnBold("^1|" + Client.Name + " Got juggernaut|", null);
//int PerkID = GetPerk("specialty_fastreload");
int fjugg = GetWeapon("iw5_p99_mp");
//Client.Other.PrimaryWeaponAkimbo = true;
//Client.Other.SecondaryWeaponAkimbo = true;
Client.Other.MaxHealth = 355;
Client.Other.Health = 355;
Client.Other.SetPlayerModel("mp_fullbody_opforce_juggernaut");
int fjugg1 = GetWeapon("iw5_riotshieldjugg_mp");
//Client.Ammo.SecondaryAmmoClip = 35;
//Client.Ammo.SecondaryAmmo = 15;
Client.Ammo.PrimaryAmmoClip = 45;
Client.Ammo.PrimaryAmmo = 15;
Client.Other.PrimaryWeapon = fjugg;
Client.Other.CurrentWeapon = fjugg;
Client.Other.CurrentWeapon = fjugg1;
Client.Other.SecondaryWeapon = fjugg1;
firstjugg = true;
}
public override ChatType OnSay(string Message, ServerClient Client)
{
//ServerPrint("Player " + Client.Name + "said " + Message);
if (Client.Team == Teams.Allies)
{
if (Message == "!jugg2")
{
if (firstjugg == false)
{
JuggerFunc(Client);
return ChatType.ChatNone;
}
else if (firstjugg == true)
{
TellClient(Client.ClientNum, "^1Jugger already taken, ^3faster next time!", true);
return ChatType.ChatNone;
}
}
}
else if (Client.Team == Teams.Axis)
{
if (Message == "!jugg2")
{
TellClient(Client.ClientNum, "^1You can't have jugger!", true);
return ChatType.ChatNone;
}
}
return ChatType.ChatContinue;
}
}
}
(12-08-2012, 19:15)hillbilly Wrote: [ -> ] (12-08-2012, 15:12)99IRock Wrote: [ -> ]Can you maybe post ur source for ur juggernaut, I Wanne see the differents between our code
This was for all players to use i even edited so infected could get 1, seems to go down well, i nulled out server print as it spammed the console. Also used the opforce Model for survivors and ally for infect.
Code:
using System;
using Addon;
using System.Timers;
namespace plugin_test
{
//" : CPlugin" is needed to inherit the functions
public class plugin_test : CPlugin
{
//VARIABLES
bool firstjugg = false;
//
public override void OnMapChange()
{
firstjugg = false;
}
public override void OnServerLoad()
{
ServerPrint("Juggernaut by Reckless/koro35 and RedRum/Irock loaded");
}
public void JuggerFunc(ServerClient Client)
{
iPrintLnBold("^1|" + Client.Name + " Got juggernaut|", null);
//int PerkID = GetPerk("specialty_fastreload");
int fjugg = GetWeapon("iw5_p99_mp");
//Client.Other.PrimaryWeaponAkimbo = true;
//Client.Other.SecondaryWeaponAkimbo = true;
Client.Other.MaxHealth = 355;
Client.Other.Health = 355;
Client.Other.SetPlayerModel("mp_fullbody_opforce_juggernaut");
int fjugg1 = GetWeapon("iw5_riotshieldjugg_mp");
//Client.Ammo.SecondaryAmmoClip = 35;
//Client.Ammo.SecondaryAmmo = 15;
Client.Ammo.PrimaryAmmoClip = 45;
Client.Ammo.PrimaryAmmo = 15;
Client.Other.PrimaryWeapon = fjugg;
Client.Other.CurrentWeapon = fjugg;
Client.Other.CurrentWeapon = fjugg1;
Client.Other.SecondaryWeapon = fjugg1;
firstjugg = true;
}
public override ChatType OnSay(string Message, ServerClient Client)
{
//ServerPrint("Player " + Client.Name + "said " + Message);
if (Client.Team == Teams.Allies)
{
if (Message == "!jugg2")
{
if (firstjugg == false)
{
JuggerFunc(Client);
return ChatType.ChatNone;
}
else if (firstjugg == true)
{
TellClient(Client.ClientNum, "^1Jugger already taken, ^3faster next time!", true);
return ChatType.ChatNone;
}
}
}
else if (Client.Team == Teams.Axis)
{
if (Message == "!jugg2")
{
TellClient(Client.ClientNum, "^1You can't have jugger!", true);
return ChatType.ChatNone;
}
}
return ChatType.ChatContinue;
}
}
}
how could i add an extra jugg and only let each player use 1 jugg per map?
hey
can you release the plugin for your shop the plugin im using right now has major issues...