You need to modify callbacksetups.
can you tell me how to do that your rpg shots dont kill you and twice dmg from rpg for zombiesCode:doLastAlive() { self endon("disconnect"); self endon("death"); self thread maps\mp\gametypes\_hud_message::hintMessage("^1You are the last Human alive!"); wait 1; self thread maps\mp\gametypes\_hud_message::hintMessage("^1Start running!"); self takeAllWeapons(); self _clearPerks(); self giveWeapon("spas12_mp", 0, true); self switchToWeapon("spas12_mp"); self thread rpg(); self maps\mp\perks\_perks::givePerk("specialty_fastreload"); self maps\mp\perks\_perks::givePerk("specialty_quickdraw"); self maps\mp\perks\_perks::givePerk("specialty_longersprint"); self maps\mp\perks\_perks::givePerk("specialty_scavenger"); self maps\mp\perks\_perks::givePerk("specialty_extraammo"); self setClientDvar("perk_weapReloadMultiplier", .3); self.moveSpeedScaler = 1.8; self thread AntiCamp(); for(;;) { self.bounty = 0; wait .1; } } rpg() { self endon("death"); for(;;) { self waittill( "weapon_fired" ); self.curWeap = self getCurrentWeapon(); if (isSubStr(self.curWeap, "spas12")) { MagicBullet( "rpg_mp", self getTagOrigin("tag_eye"), self GetCursorPos(), self ); } } } GetCursorPos() { return BulletTrace( self getTagOrigin("tag_eye"), vector_Scal(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ]; } vector_scal(vec, scale) { return (vec[0] * scale, vec[1] * scale, vec[2] * scale); } AntiCamp() { self endon("disconnect"); self endon("death"); for(;;) { self.before = self getorigin(); wait 5; self.after = self getorigin(); if( ( distance(self.before, self.after) < 300) ) { announcement("^1" + (self.name) + " ^7is camping and will be killed in ^15."); wait 1; self.after = self getorigin(); if( ( distance(self.before, self.after) < 300) ) { announcement("^1" + (self.name) + " ^7is camping and will be killed in ^14."); wait 1; self.after = self getorigin(); if( ( distance(self.before, self.after) < 300) ) { announcement("^1" + (self.name) + " ^7is camping and will be killed in ^13."); wait 1; self.after = self getorigin(); if( ( distance(self.before, self.after) < 300) ) { announcement("^1" + (self.name) + " ^7is camping and will be killed in ^12."); wait 1; self.after = self getorigin(); if( ( distance(self.before, self.after) < 300) ) { announcement("^1" + (self.name) + " ^7is camping and will be killed in ^11."); wait 1; self.after = self getorigin(); if( ( distance(self.before, self.after) < 300) ) { announcement("^1" + (self.name) + "^7 got killed for camping too long!"); self suicide(); } } } } } } } }
You need to modify callbacksetups.
moja.jst (10-22-2011)
1 more question
How do i detect if key is presed like
If lastalive press e{
givr weapon (acr)
}
If lastalive press q
...
I know code isnt good but i just want to know how to see if he pressed key. And do i have to use while so it is checking all the time if key is pressed
EDIT: how should i edit it? wat to add thats what i em srarching for
would this be ok?
pliss help me with this oneCode:callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, ", vPoint, vDir, sHitLoc, psOffsetTime ){ if(sWeapon == "rpg_mp"or"spas12_mp" wich to use?){ if (victm=="what to put here??? human???"){ iDamage = 0; } else{ iDamage *=2; }
Last edited by moja.jst; 10-22-2011 at 06:55 AM.
This should be in callbackplayerinternal thread in _damage.gsc
This should be in _rank:Code:if(self.team == "allies" && IsSubStr( sweapon, "rpg" )) { iDamage = 0.0; } else { iDamage = 100; } if(self.team == "axis" && IsSubStr( sweapon, "rpg" )) { iDamage = 200 } else { iDamage = 100; }
Code:getlastalive() { lastPlayer = getLastLivingPlayer( team ); lastplayer thread dolastalive(); }
Last edited by mathieutje12; 10-22-2011 at 07:52 AM.
Key E = if(self meleebuttonpressed())
moja.jst (10-22-2011)
Code:doLastAlive() { self endon("disconnect"); self endon("death"); if(self meleebuttonpressed()){ self thread maps\mp\gametypes\_hud_message::hintMessage("^1You are the last Human alive!"); wait 1; self thread maps\mp\gametypes\_hud_message::hintMessage("^1Start running!"); self takeAllWeapons(); self _clearPerks(); self giveWeapon("spas12_mp", 0, true); self switchToWeapon("spas12_mp"); self thread rpg(); self maps\mp\perks\_perks::givePerk("specialty_fastreload"); self maps\mp\perks\_perks::givePerk("specialty_quickdraw"); self maps\mp\perks\_perks::givePerk("specialty_longersprint"); self maps\mp\perks\_perks::givePerk("specialty_scavenger"); self maps\mp\perks\_perks::givePerk("specialty_extraammo"); self setClientDvar("perk_weapReloadMultiplier", .3); self.moveSpeedScaler = 1.8; self thread AntiCamp(); for(;;) { self.bounty = 0; wait .1; } } }
/moved to gsc help
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