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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