• Weapon ammo
    2 replies, posted
How to do so would , when bullets ended on a weapon it has not disappeared ?
Set the DefaultClip to 0 and the weapon shouldn't give extra ammo when it has been picked up.
[QUOTE=Acecool;47122328]Set the DefaultClip to 0 and the weapon shouldn't give extra ammo when it has been picked up.[/QUOTE] When I put it , it is still after I take the cartridges it disappears. [CODE]SWEP.Gun = ("bb_ak47_alt") -- must be the name of your swep if (GetConVar(SWEP.Gun.."_allowed")) != nil then if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end end SWEP.Category = "CS:S Weapons DarkRP" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models SWEP.PrintName = "AK47" -- Weapon name (Shown on HUD) SWEP.Slot = 2 -- Slot in the weapon selection menu SWEP.SlotPos = 59 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = false -- set false if you want no crosshair SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "ar2" -- how others view you carrying the weapon SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/weapons/2_rif_ak47.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/3_rif_ak47.mdl" -- Weapon world model SWEP.Base = "bobs_gun_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("Alt_Weapon_AK47.1") -- Script that calls the primary fire sound SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 30 -- Size of a clip SWEP.Primary.DefaultClip = 60 -- Bullets you start with '60' SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "smg1" SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.data.ironsights = 1 SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull SWEP.Primary.Damage = 30 -- Base damage per bullet SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns SWEP.SelectiveFire = true -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(3.552, -2.895, 1.2) SWEP.IronSightsAng = Vector(0.79, -0.057, 0) SWEP.SightsPos = Vector(3.552, -2.895, 1.2) SWEP.SightsAng = Vector(0.79, -0.057, 0) SWEP.RunSightsPos = Vector(-3.701, -7.008, 0.865) SWEP.RunSightsAng = Vector(-10.197, -63.111, -4.134) if IsMounted("cstrike") then SWEP.Category = "CS:S Weapon Alternates DarkRP" SWEP.PrintName = "Alt AK47" end if GetConVar("M9KDefaultClip") == nil then print("M9KDefaultClip is missing! You may have hit the lua limit!") else if GetConVar("M9KDefaultClip"):GetInt() != -1 then SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt() end end if GetConVar("M9KUniqueSlots") != nil then if not (GetConVar("M9KUniqueSlots"):GetBool()) then SWEP.SlotPos = 2 end end[/CODE]
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