• Problem with PlayerCanPickupWeapon, maybe bug?
    1 replies, posted
Hello, I am working on deathmatch gamemode. Simple thing. I do spawn with luacode weapons on gm_construct. I did also respawn for this random weapon on same position if there is no weapon anymore (because someone took it). So I use like so: [CODE] function GM:PlayerCanPickupWeapon( player, entity ) --If a weapon is taken he needs to respawn after time if IsValid(player) and IsValid(entity) then if entity:GetNWBool("Taken") == false then entity:SetNWBool("Taken", true) local spawnpos = entity:GetNWVector("Spawnpos") table.insert(wep_respawncheck_list, {spawnpos, CurTime() + 3}) print("take<<<<", player, entity, spawnpos) end end return true end [/CODE] It works perfect. But Problem is this. The Player spawns with pistole. So the function above get calls if player get loadout with pistole. So queue list "wep_respawncheck_list" gets a Spawnpos what does not exists (ofc because the pistol spawned with the player together) So I have no idea why this is like so. I don't also know alternatives... =/
There's no way around this. The best you can do is just check how long the player's been alive.
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