• Removing weapons at role assignment in TTT
    3 replies, posted
I'm looking to remove the weapons from the detective player role in a TTT mod I have been working on. I am looking to strip the 1-4 slots and replace them with holstered (to prevent the player from picking up new weapons randomly) to keep going with idea. I tried to force give 4 holstered weapons to take the place of the weapons, but if the player has weapons already in those slots, the giving weapons fails. Is there a way to remove weapons on role selection?
[code] hook.Add("TTTBeginRound", "DetectiveRemove", function() for k,v in pairs(player.GetAll()) do if v:GetRole() == ROLE_DETECTIVE then v:Strip("weapons") end end) [/code]
[QUOTE=Sm63;43458232][code] hook.Add("TTTBeginRound", "DetectiveRemove", function() for k,v in pairs(player.GetAll()) do if v:GetRole() == ROLE_DETECTIVE then v:Strip("weapons") end end) [/code][/QUOTE] [code] hook.Add("TTTBeginRound", "DetectiveRemove", function() for k,v in pairs(player.GetAll()) do if v:IsActiveDetective() then v:StripWeapons() end end end) [/code]
[QUOTE=Sm63;43458232][code] hook.Add("TTTBeginRound", "DetectiveRemove", function() for k,v in pairs(player.GetAll()) do if v:GetRole() == ROLE_DETECTIVE then v:Strip("weapons") end end) [/code][/QUOTE] [CODE]plymeta:GetDetective()[/CODE] [editline]8th January 2014[/editline] [QUOTE=crazyscouter;43458331][code] hook.Add("TTTBeginRound", "DetectiveRemove", function() for k,v in pairs(player.GetAll()) do if v:IsActiveDetective() then v:StripWeapons() end end end) [/code][/QUOTE] You don't have to use IsActiveDetective since you're already using the TTTBeginRound hook.
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