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limit weapon problem - Printable Version

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limit weapon problem - koil - 07-19-2011

PHP Code:
else if( response == "give_m14" ) { self.nosnipe = undefined; self.nosnipe = false; for(i=0;i<level.players.size;i++) { player = level.players[i]; if (self != player && player.pers["team"] == game["attackers"] && self.pers["team"] == game["attackers"] && player.pers["mod_primary"] == "mosin_sp" || self != player && player.pers["team"] == game["attackers"] && self.pers["team"] == game["attackers"] && player.pers["mod_primary"] == "l96a1_mp" ) { self.nosnipe = true; } if (self != player && player.pers["team"] == game["defenders"] && self.pers["team"] == game["defenders"] && player.pers["mod_primary"] == "mosin_sp" || self != player && player.pers["team"] == game["defenders"] && self.pers["team"] == game["defenders"] && player.pers["mod_primary"] == "l96a1_mp" ) { self.nosnipe = true; } } if( self.pers["mod_menuallow"] != false && self.nosnipe != true ) { self thread takemains(); self giveWeapon( "mosin_sp" ); self switchToWeapon( "mosin_sp" ); self.pers["mod_primary"] = "mosin_sp"; } else if ( self.nosnipe != true ) { self.pers["mod_primary"] = "mosin_sp"; } self.nosnipe = false; }



It seems to only store it for one side, though i think it should work? any ideas why its not with out me having to re-write it completely.


RE: limit weapon problem - iAegle - 07-19-2011

(07-19-2011, 09:57)koil Wrote:
PHP Code:
else if( response == "give_m14" ) { self.nosnipe = undefined; self.nosnipe = false; for(i=0;i<level.players.size;i++) { player = level.players[i]; if (self != player && player.pers["team"] == game["attackers"] && self.pers["team"] == game["attackers"] && player.pers["mod_primary"] == "mosin_sp" || self != player && player.pers["team"] == game["attackers"] && self.pers["team"] == game["attackers"] && player.pers["mod_primary"] == "l96a1_mp" ) { self.nosnipe = true; } if (self != player && player.pers["team"] == game["defenders"] && self.pers["team"] == game["defenders"] && player.pers["mod_primary"] == "mosin_sp" || self != player && player.pers["team"] == game["defenders"] && self.pers["team"] == game["defenders"] && player.pers["mod_primary"] == "l96a1_mp" ) { self.nosnipe = true; } } if( self.pers["mod_menuallow"] != false && self.nosnipe != true ) { self thread takemains(); self giveWeapon( "mosin_sp" ); self switchToWeapon( "mosin_sp" ); self.pers["mod_primary"] = "mosin_sp"; } else if ( self.nosnipe != true ) { self.pers["mod_primary"] = "mosin_sp"; } self.nosnipe = false; }



It seems to only store it for one side, though i think it should work? any ideas why its not with out me having to re-write it completely.

wtf is it supposed to do? doesn't make sense at all


RE: limit weapon problem - koil - 07-19-2011

it works now, nvm.. it limits sniper/mosin to 1 a side..


RE: limit weapon problem - iAegle - 07-19-2011

Code:
init() { level.weaponLimit = []; level.weaponLimit["weapon_assault"] = getDvarInt( "limit_assault_count" ); level.weaponLimit["weapon_shotgun"] = getDvarInt( "limit_shotgun_count" ); level.weaponLimit["weapon_smg"] = getDvarInt( "limit_smg_count" ); level.weaponLimit["weapon_sniper"] = getDvarInt( "limit_sniper_count" ); } isAvailable( type ) { if( level.weaponLimit[type] == 0 ) return true; classUsers = 0; for( i = 0; i < level.players.size; i++ ) { if( self.pers["team"] != level.players[i].pers["team"] ) continue; if( getWeaponClass( level.players[i].pers["mod_primary"] ) == type ) classUsers++; } if( classUsers < level.weaponLimit[type] ) return true; return false; }

I made this for a mw2 promod,

Code:
if( isAvailable( getWeaponClass( weapon ) ) ) { giveWeapon shit } else { other shit }



RE: limit weapon problem - koil - 07-19-2011

thanks, def alot neater then mine..


RE: limit weapon problem - Tomsen1410 - 07-19-2011

why u didnt make any wait in your for( ; ; ) ?


RE: limit weapon problem - koil - 07-19-2011

why would u need to wait for anything? it does the for loop first then proceeds to the next statement?