i made a simple drop weapon script and when players walk over the weapon they automatically pick the weapon up. is there a way to block players from picking up the weapon by walking over it and instead they have to pick up the weapon by pressing e on the weapon.
[highlight](User was banned for this post ("wrong section, undescriptive thread title" - postal))[/highlight]
I found this :
[URL="http://www.rabidtoaster.com/scripts/Server%20Side/Scripts/useWeapon.lua"]http://www.rabidtoaster.com/scripts/Server%20Side/Scripts/useWeapon.lua[/URL]
Looks like it should work.
[lua]
local function PlayerCanPickupWeapon( ply, weap )
if ( CurTime() <= ( ply.UseWeaponSpawn or 0 ) ) then return end
if ( !ply:KeyDown( IN_USE ) ) then return false end
local trace = util.QuickTrace( ply:GetShootPos(), ply:GetAimVector() * 8192, ply )
if ( !trace.Entity || !trace.Entity:IsValid() || trace.Entity != weap ) then
return false
end
end
hook.Add( "PlayerCanPickupWeapon", "UseWeapon", PlayerCanPickupWeapon )
local function PlayerSpawn( ply )
ply.UseWeaponSpawn = CurTime()
end
hook.Add( "PlayerSpawn", "UseWeapon", PlayerSpawn )
[/lua]
[QUOTE=brandonj4;35784929]I found this :
[URL="http://www.rabidtoaster.com/scripts/Server%20Side/Scripts/useWeapon.lua"]http://www.rabidtoaster.com/scripts/Server%20Side/Scripts/useWeapon.lua[/URL]
Looks like it should work.
[lua]
local function PlayerCanPickupWeapon( ply, weap )
if ( CurTime() <= ( ply.UseWeaponSpawn or 0 ) ) then return end
if ( !ply:KeyDown( IN_USE ) ) then return false end
local trace = util.QuickTrace( ply:GetShootPos(), ply:GetAimVector() * 8192, ply )
if ( !trace.Entity || !trace.Entity:IsValid() || trace.Entity != weap ) then
return false
end
end
hook.Add( "PlayerCanPickupWeapon", "UseWeapon", PlayerCanPickupWeapon )
local function PlayerSpawn( ply )
ply.UseWeaponSpawn = CurTime()
end
hook.Add( "PlayerSpawn", "UseWeapon", PlayerSpawn )
[/lua][/QUOTE]
thank you brandonj4. just what i was looking for
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