• Manual weapon pickup+dropping and weapon limit?
    0 replies, posted
So I have been trying to get a system that works like this for days now while also working on the gamemode itself, but it keeps glitching and breaking and overall is very unstable. Basically what I want to do is make a system like in PUBG where you can have 2 primary weapons and 1 secondary and then to add on that I have a crowbar and health kit everyone spawns in with. (Currently I have no idea how to make the primary/secondary system, althought I know that all secondary weapons have slot 2 so thats something.) Here are the issues I stumbled upon. - I need to drop all droppable weapons if I am fully equipped rather than dropping one to pick up another weapon. - Player can hold E and it will pickup everything the eyetrace passes. - Weapons sometime wont show up or be equippable but pressing G will drop them anyways. [code] function GM:PlayerButtonDown( ply, key ) if key == KEY_G and ply:GetActiveWeapon():IsValid() and (ply:GetActiveWeapon():GetClass() != "weapon_crowbar" and ply:GetActiveWeapon():GetClass() != "fas2_ifak") then ply:DropWeapon(ply:GetActiveWeapon()) ply:EmitSound("items/ammocrate_close.wav") end end function GM:PlayerCanPickupWeapon( ply, wep ) if ( ply:KeyDown( IN_USE ) and ply:GetEyeTrace().Entity == wep and !ply:HasWeapon( wep:GetClass()) and #ply:GetWeapons() < 4) then ply:EmitSound("items/ammocrate_open.wav") return true else return false end end [/code] Would be very grateful if someone could help me with this! :)
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