ItsMods
Preview Gungame Mod - Printable Version

+- ItsMods (https://www.itsmods.com)
+-- Forum: Archive (https://www.itsmods.com/Forum-Archive.html)
+--- Forum: Archive (https://www.itsmods.com/Forum-Archive--64.html)
+--- Thread: Preview Gungame Mod (/Thread-Preview-Gungame-Mod.html)



Gungame Mod - Howl3r - 08-03-2013

Hello, this is my first try to make a mod for mw2 so please don't be harsh Smile
I won't share just yet the mod because it need cleaning i only have a video uploaded to show you what i made Smile

Some of the features:
  • Perk Streak
  • Knife Downgrade but not upgrading killer's gun
  • Showing what next weapon is, who is the leader etc.





RE: Gungame Mod - Yamato - 08-03-2013

I dont know if you have solved it, but you have to remove the guns that drop to the ground after you die, because if not players will pick them.


RE: Gungame Mod - Howl3r - 08-03-2013

there is a checker that check's the current weapon of the player, if is not the weapon he must have it removes it and give him the weapon of that level


RE: Gungame Mod - DidUknowiPwn - 08-03-2013

How could one disable the drops anyway?


RE: Gungame Mod - Howl3r - 08-03-2013

You can make the weapon be deleted in some seconds like:
file: _weapons.gsc
PHP Code:
deletePickupAfterAWhile() { self endon("death"); wait 60; if ( !isDefined( self ) ) return; self delete(); }

or you can disable dropping here:

PHP Code:
dropWeaponForDeath( attacker ) { weapon = self.lastDroppableWeapon; if ( isdefined( self.droppedDeathWeapon ) ) return; if ( level.inGracePeriod ) return; if ( !isdefined( weapon ) ) { /# if ( getdvar("scr_dropdebug") == "1" ) println( "didn't drop weapon: not defined" ); #/ return; } if ( weapon == "none" ) { /# if ( getdvar("scr_dropdebug") == "1" ) println( "didn't drop weapon: weapon == none" ); #/ return; } if ( !self hasWeapon( weapon ) ) { /# if ( getdvar("scr_dropdebug") == "1" ) println( "didn't drop weapon: don't have it anymore (" + weapon + ")" ); #/ return; } if ( weapon != "riotshield_mp" ) { if ( !(self AnyAmmoForWeaponModes( weapon )) ) { /# if ( getdvar("scr_dropdebug") == "1" ) println( "didn't drop weapon: no ammo for weapon modes" ); #/ return; } clipAmmoR = self GetWeaponAmmoClip( weapon, "right" ); clipAmmoL = self GetWeaponAmmoClip( weapon, "left" ); if ( !clipAmmoR && !clipAmmoL ) { /# if ( getdvar("scr_dropdebug") == "1" ) println( "didn't drop weapon: no ammo in clip" ); #/ return; } stockAmmo = self GetWeaponAmmoStock( weapon ); stockMax = WeaponMaxAmmo( weapon ); if ( stockAmmo > stockMax ) stockAmmo = stockMax; item = self dropItem( weapon ); item ItemWeaponSetAmmo( clipAmmoR, stockAmmo, clipAmmoL ); } else { item = self dropItem( weapon ); if ( !isDefined( item ) ) return; item ItemWeaponSetAmmo( 1, 1, 0 ); } /# if ( getdvar("scr_dropdebug") == "1" ) println( "dropped weapon: " + weapon ); #/ self.droppedDeathWeapon = true; item.owner = self; item.ownersattacker = attacker; item thread watchPickup(); item thread deletePickupAfterAWhile(); detach_model = getWeaponModel( weapon ); if ( !isDefined( detach_model ) ) return; if( isDefined( self.tag_stowed_back ) && detach_model == self.tag_stowed_back ) self detach_back_weapon(); if ( !isDefined( self.tag_stowed_hip ) ) return; if( detach_model == self.tag_stowed_hip ) self detach_hip_weapon(); }



RE: Gungame Mod - 23Furious - 08-04-2013

I use disablePlayerUse(<player>) or enablePlayerUse() to disable pickup only for some players (it works the same way as trigger_use)


RE: Gungame Mod - Howl3r - 08-04-2013

Well, i believe it's better to disable weapon drop because it causes less data consuming, like there are less object on the world for the script to care about! Smile


RE: Gungame Mod - DidUknowiPwn - 08-04-2013

But the entities are deleted after 60 seconds.


RE: Gungame Mod - Howl3r - 08-04-2013

even 1-2 objects are consuming memory not much but they do consume some!