• Stop pre-round gunfire in TTT
    8 replies, posted
Hi guys it drives me crazy when people are firing their weapons before the round starts. Is there a way to stop this from happening. Is there a little bit of code i can but in the base? Thanks in advance guys you have always been really helpful. -Matt
Put this into the weapon base, inside function SWEP:CanPrimaryAttack() [code] if GetRoundState() == ROUND_PREP then self:DryFire(self.SetNextPrimaryFire) return false end [/code]
[QUOTE=Yashirmare;49257200]Put this into the weapon base, inside function SWEP:CanPrimaryAttack() [code] if GetRoundState() == ROUND_PREP then self:DryFire(self.SetNextPrimaryFire) return false end [/code][/QUOTE] If you use this, add a weapon check. There's nothing wrong with people firing a crowbar, what if there's a breakable block on the map? It could kinda ruin the point of pre-round when misused.
Already checked, doesn't effect the crowbar.
wow guys thanks. ill give it a shot and report back. [editline]7th December 2015[/editline] I did this and it does not work. did i format wrong? [CODE]--[[--------------------------------------------------------- Name: SWEP:CanPrimaryAttack( ) Desc: Helper function for checking for no ammo -----------------------------------------------------------]] function SWEP:CanPrimaryAttack() if ( self.Weapon:Clip1() <= 0 ) then self:EmitSound( "Weapon_Pistol.Empty" ) self:SetNextPrimaryFire( CurTime() + 0.2 ) self:Reload() return false end if GetRoundState() == ROUND_PREP then self:DryFire(self.SetNextPrimaryFire) return false end return true end[/CODE]
Put it directly below SWEP:CanPrimaryAttack(). Edit: Um, you've just put it in the weapon, you need to put it in the base (weapon_tttbase.lua)
do you know the file path for that file? edit: the file path i but this in was garrysmod/gamemode/base/entities/weapons/weapon_base/shared.lua
Well you're editing ttt, so it'll be garrysmod/gamemodes/terrortown/entites/weapons/weapon_tttbase.lua
working perfect thanks guys.
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