[CODE]ITEM.Name = 'AUG'
ITEM.Price = 300
ITEM.Material = 'vgui/ttt/icon_aug.vmt'
ITEM.WeaponClass = 'weapon_ttt_aug'
ITEM.SingleUse = true
function ITEM:CanPlayerBuy(ply)
if GetRoundState() == ROUND_PREP then
return true
else
ply:PS_Notify('You can`t buy Weapons now!')
end
end
function ITEM:OnBuy(ply)
ply:Give(self.WeaponClass)
ply:SelectWeapon(self.WeaponClass)
end
function ITEM:OnSell(ply)
if GetRoundState() == ROUND_PREP then
ply:StripWeapon(self.WeaponClass)
else
ply:PS_Notify('You can`t buy Weapons now!')
end
end[/CODE]
so now i want add that, the play get full Ammo... but i dont get it...
ply:GiveAmmo(200,self.WeaponClass:GetPrimaryAmmoType(),true)
this dont work...
Test with this [url]http://www.facepunch.com/showthread.php?t=1405189[/url]
They dont solve it o.o so how shoud that help me ?
[editline]14th July 2014[/editline]
ply:GiveAmmo(self.WeaponClass.Primary.ClipMax,self.WeaponClass:GetPrimaryAmmoType(),true)
Doesnt work...
[code]function ITEM:OnBuy(ply)
local wep = ply:Give(self.WeaponClass)
ply:GiveAmmo(wep.Primary.ClipMax, wep:GetPrimaryAmmoType(), true)
ply:SelectWeapon(self.WeaponClass)
end
[/code]
Untested.
[CODE]function ITEM:CanPlayerBuy(ply)
if GetRoundState() == ROUND_PREP then
return true
else
ply:PS_Notify('You can`t buy Weapons now!')
end
end
function ITEM:OnBuy(ply)
local wep = ply:Give(self.WeaponClass)
ply:GiveAmmo(wep.Primary.ClipMax, wep:GetPrimaryAmmoType(), true)
ply:SelectWeapon(self.WeaponClass)
end
function ITEM:OnSell(ply)
if GetRoundState() == ROUND_PREP then
ply:StripWeapon(self.WeaponClass)
else
ply:PS_Notify('You can`t buy Weapons now!')
end
end[/CODE]
WORKS !!!
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