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  1. #16
    Yamato's Avatar
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    Add this on _damage.gsc for wallbangs.

    Code:
    WallBang(attacker,victim)
    {
    	if(bulletTracePassed(attacker getEye(),victim getEye(),false,attacker))
            {
    		return false;
            }
            else
            {
    	        return true;
            }
    }

  2. #17
    Nachos's Avatar
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    Quote Originally Posted by Jorndel View Post
    @Nachos

    If I am not blind....
    Look here:
    http://www.mpgh.net/forum/308-call-d...pets-2.html#17
    Just edit it a little? Right?
    Still need the silent shot...


    The lines in my Steam are i's

  3. #18
    Coder91's Avatar
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    Thanks Yamato and Jorndel for your great help.

    Yamato I have one question, if I add this code, when I do a wallbang I'll have as reward a Predator?

    Because I was thinking yesterday, I would explain in a better way this thing, I don't need the killstreaks because they work following how many kills you do without die, but I need the killstreaks rewards that have to be linked to how much is nice your kill.

    Even if i'm a GSC Coder beginner, I tried this without offending anyone (thanks again Yamato and Jorndel) :

    Always in _damage.gsc

    Code:
    if(bulletTracePassed(attacker getEye(),victim getEye(),false,attacker))
         { 
                 self takeWeapon("killstreak_predator_missle_mp")
         }
    or I gotta relace "self takeWeapon("killstreak_predator_missle_mp")" with this:

    Code:
    self maps\mp\killstreaks\_killstreaks::clearKillstreaks();
    
    weaponList = self getWeaponsListAll();
    foreach(weaponName in weaponList) {
    	if(isKillstreakWeapon(weaponName)) self takeWeapon(weaponName);
    }
    found this here:http://www.mpgh.net/forum/323-call-d...llstreaks.html

    Probably failing.

    Thanks for your time

    I tried to code this for the wallbang = predator, following your advices:

    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {	
    
           if(bulletTracePassed(attacker getEye(),victim getEye(),false,attacker))
                  {
                        self maps\mp\killstreaks\_killstreaks::clearKillstreaks();
    
                        weaponList = self getWeaponsListAll();
                        foreach(weaponName in weaponList)
                           { 
                                 if(isKillstreakWeapon(weaponName))
                                      {
                                             self takeWeapon("killstreak_predator_missle_mp");
                                      }
                           }
                   }
    }
    What do you think about?

    Please tell me.

    Thanks.

    it doesn't work, also for your code yamato,

    so I don't know what to do about, I'm still trying all the time but as result I have only fails.

    Waiting for your replies.

    Thanks again
    Last edited by Toxin; 09-08-2011 at 09:14 PM.

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