Ruskiesrule 0 Posted December 29, 2002 Hey, was just thinking about this, you could have two action commands (i have no idea how to get rid of action commands), heres a rough idea, sombody convert it into scripting lingo cuz it'll take me ages! Addaction "Silencer" This would run script "add.sqs" Addaction "Remove silencer" This would run script "Remove.sqs" Add.sqs: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player removeweapon "Whateverglockiscalled" player addweapon "Whateversilencedglockiscalled" <span id='postcolor'> remove.sqs: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> player removeweapon "Whateversilencedglockiscalled" player addweapon "Whateverglockiscalled" <span id='postcolor'> This should be good for when you want to choose between power and silence. I have no idea if this will work in multi-player, cuz theirs lots of different players. Will it just change the weapon of the player who gave the command? Share this post Link to post Share on other sites
shadow 6 Posted December 29, 2002 There is another obstacle you need to pass here. The ammo for the silenced and non-silenced Glocks are different. glock -> glockmag glocks -> glocksmag Share this post Link to post Share on other sites
Ruskiesrule 0 Posted December 29, 2002 DAMNIT! erm, any way we can count howmeny mags are left and mearly replace them with the unsilnced mags? You sure they can fire the same ammo? I've got the RPG to fire LAWs. Share this post Link to post Share on other sites
shadow 6 Posted December 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Dec. 29 2002,15:02)</td></tr><tr><td id="QUOTE">I've got the RPG to fire LAWs.<span id='postcolor'> WHAT!!?! That has to be a bug. Cuz no, the "glock" and "glocks" uses different mags/ammo Share this post Link to post Share on other sites
Bart.Jan 0 Posted December 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Dec. 29 2002,15:02)</td></tr><tr><td id="QUOTE">erm, any way we can count howmeny mags are left and mearly replace them with the unsilnced mags?<span id='postcolor'> You also must to check if player has pistol in his inventory. magazines player ... returns array of all magazines (grenades included) (you'll need small rutine to count exact magazines) player ammo "M16" ... count how many shots are left for given magazine type When you change clips by removeMagazines and addMagazine there will be always refiled clips. Maybe addMagazinePool and similar "Pool" commands can be usefull but I think there is no easy way to create magazine with certain ammount of rounds. Share this post Link to post Share on other sites
)=Obi=( 0 Posted December 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Ruskiesrule @ Dec. 29 2002,15:02)</td></tr><tr><td id="QUOTE">I've got the RPG to fire LAWs.<span id='postcolor'> How did you managed that ? You did it , or just happened ..? Share this post Link to post Share on other sites