• TTT Spectators Spawn with Pointshop Weapons??
    14 replies, posted
I have no idea if its the code I am using or what... But I dont like it cause people are getting killed randomly. Its been happening for some time whenever I notice it I have to slay the spectator for it to stop. Here is my pointshop weapon code [code]ITEM.Name = 'Galil' ITEM.Price = 40000 ITEM.Model = 'models/weapons/w_rif_galil.mdl' ITEM.WeaponClass = 'galil' function ITEM:OnEquip(ply) for k,v in pairs(ply:GetWeapons())do if v.Kind == weapons.Get(self.WeaponClass).Kind then WEPS.DropNotifiedWeapon(ply,v) end end ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end function ITEM:OnHolster(ply) ply:StripWeapon(self.WeaponClass) end[/code] If you could tell me what to change id highly appreciate it <3
Modify to suit your own needs [code]ITEM.Name = 'Keyboard Crowbar' ITEM.Price = 1200 ITEM.Model = 'models/weapons/w_keyboard.mdl' ITEM.WeaponClass = 'weapon_zm_keyboard' ITEM.Description = 'This item will reskin your crowbar into a keyboard. Damage, push and death icons are not affected.' function ITEM:OnEquip(ply) ply:StripWeapon('weapon_zm_improvised') if not ply:IsSpec() then ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end end function ITEM:OnHolster(ply) ply:StripWeapon(self.WeaponClass) if not ply:IsSpec() then ply:Give('weapon_zm_improvised') ply:SelectWeapon('weapon_zm_improvised') end end [/code]
[QUOTE=NiandraLades;45781397]Modify to suit your own needs [/QUOTE] Sooo like [code]ITEM.Name = 'galil' ITEM.Price = 40000 ITEM.Model = 'models/weapons/w_rif_galil.mdl' ITEM.WeaponClass = 'galil' function ITEM:OnEquip(ply) ply:StripWeapon('galil') if not ply:IsSpec() then ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end end function ITEM:OnHolster(ply) ply:StripWeapon(self.WeaponClass) if not ply:IsSpec() then ply:Give('galil') ply:SelectWeapon('galil') end end[/code] This sould work right?
Yes, it should.
[QUOTE=TripsLetash;45787863]Yes, it should.[/QUOTE] Sweet. Thanks! Didnt work... Players wouldnt even spawn with a weapon :/
[QUOTE=D3M0NiiCx;45787811]Sooo like [code]ITEM.Name = 'galil' ITEM.Price = 40000 ITEM.Model = 'models/weapons/w_rif_galil.mdl' ITEM.WeaponClass = 'galil' function ITEM:OnEquip(ply) ply:StripWeapon('galil') if not ply:IsSpec() then ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end end function ITEM:OnHolster(ply) ply:StripWeapon(self.WeaponClass) if not ply:IsSpec() then ply:Give('galil') ply:SelectWeapon('galil') end end[/code] This sould work right?[/QUOTE] [QUOTE=TripsLetash;45787863]Yes, it should.[/QUOTE] Yea.. No. Why are you stripping the weapon while Equipping it? And why are you giving them a galil if they're holstering the item? It doesn't make any sense what so ever
[QUOTE=JasonMan34;45789193]Yea.. No. Why are you stripping the weapon while Equipping it? And why are you giving them a galil if they're holstering the item? It doesn't make any sense what so ever[/QUOTE] Well you see... Im dumb :/
[QUOTE=D3M0NiiCx;45787965]Sweet. Thanks! Didnt work... Players wouldnt even spawn with a weapon :/[/QUOTE] Is galil an actual entity name? [lua] ITEM.Name = 'Galil' ITEM.Model = 'weapons/w_galil.mdl' ITEM.Price = 200 ITEM.Class = 'weapon_ttt_galil' ITEM.Kind = WEAPON_HEAVY function ITEM:PlayerSpawn( ply ) if not ply:IsSpec() then for k, v in pairs( ply:GetWeapons() ) do if v.Kind == self.Kind then ply:StripWeapon( v:Class() ) end end ply:Give( self.Class ) end end [/lua] This might work, sorry for poor phone formatting.
[QUOTE=HumbleTH;45789465]Is galil an actual entity name? [lua] ITEM.Name = 'Galil' ITEM.Model = 'weapons/w_galil.mdl' ITEM.Price = 200 ITEM.Class = 'weapon_ttt_galil' ITEM.Kind = WEAPON_HEAVY function ITEM:PlayerSpawn( ply ) if not ply:IsSpec() then for k, v in pairs( ply:GetWeapons() ) do if v.Kind == self.Kind then ply:StripWeapon( v:Class() ) end end ply:Give( self.Class ) end end [/lua] This might work, sorry for poor phone formatting.[/QUOTE] Yeah. So in actuality I would put this? [code]ITEM.Name = 'Galil' ITEM.Model = 'models/weapons/w_rif_galil.mdl' ITEM.Price = 1337 ITEM.Class = 'galil' function ITEM:PlayerSpawn( ply ) if not ply:IsSpec() then for k, v in pairs( ply:GetWeapons() ) do if v.Kind == self.Kind then ply:StripWeapon( v:Class() ) end end ply:Give( self.Class ) end end[/code]
[QUOTE=D3M0NiiCx;45790260]Yeah. So in actuality I would put this? [code]ITEM.Name = 'Galil' ITEM.Model = 'models/weapons/w_rif_galil.mdl' ITEM.Price = 1337 ITEM.Class = 'galil' function ITEM:PlayerSpawn( ply ) if not ply:IsSpec() then for k, v in pairs( ply:GetWeapons() ) do if v.Kind == self.Kind then ply:StripWeapon( v:Class() ) end end ply:Give( self.Class ) end end[/code][/QUOTE] You missed putting the item's kind. the kind is WEAPON_PISTOL for secondary and WEAPON_HEAVY for prinary.
[QUOTE=HumbleTH;45790341]You missed putting the item's kind. the kind is WEAPON_PISTOL for secondary and WEAPON_HEAVY for prinary.[/QUOTE] Alright cool. I will try this later today.
[QUOTE=HumbleTH;45790341]You missed putting the item's kind. the kind is WEAPON_PISTOL for secondary and WEAPON_HEAVY for prinary.[/QUOTE] tried it :/ Didnt seem to work
Is this a single use item? Either way, why modify pointshop weapons like this? I've made single use and permanent weapons and never have I used "for k,v in pairs"
[QUOTE=JasonMan34;45803699]Is this a single use item? Either way, why modify pointshop weapons like this? I've made single use and permanent weapons and never have I used "for k,v in pairs"[/QUOTE] Its permanent.
[QUOTE=D3M0NiiCx;45809195]Its permanent.[/QUOTE] So why not just do[CODE]ITEM.Name = 'Galil' ITEM.Price = 40000 ITEM.Model = 'models/weapons/w_rif_galil.mdl' ITEM.WeaponClass = 'galil' ITEM.SingleUse = false function ITEM:OnBuy(ply) ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end function ITEM:OnEquip(ply) ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end function ITEM:OnHolster(ply) ply:StripWeapon(self.WeaponClass) end function ITEM:OnSell(ply) ply:StripWeapon(self.WeaponClass) end[/CODE] I did it a long time ago and I don't have the code anymore so this might not be it. But I think this is what I did. And it worked just fine.
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