Claymore and Class

Posts 1–8 of 8 · Page 1 of 1
Claymore and Class
Hi MPGH,

I tried to add claymores to my mod with this code
Code:
	self giveweapon( "claymore_mp", 0, false );self GiveMaxAmmo("claymore_mp");
but it doesn't work.
How do i get claymores and other equipment to work?

And is there a way that I can change the standard class to show a class i made on the class selection screen.

Right now i'm like , i'm going crazy on this.

Thx mpgh
Heres for all of them:
Code:
maps\mp\perks\_perks::givePerk( "semtex_mp" );
self setWeaponAmmoClip("semtex_mp", 1);

maps\mp\perks\_perks::givePerk( "c4_mp" );
self setWeaponAmmoClip("c4_mp", 1);

maps\mp\perks\_perks::givePerk( "claymore_mp" );
self setWeaponAmmoClip("claymore_mp", 1);

maps\mp\perks\_perks::givePerk( "frag_grenade_mp" );
self setWeaponAmmoClip("frag_grenade_mp", 1);

maps\mp\perks\_perks::givePerk( "smoke_grenade_mp" );
self setWeaponAmmoClip("smoke_grenade_mp", 1);

maps\mp\perks\_perks::givePerk( "concussion_grenade_mp" );
self setWeaponAmmoClip("concussion_grenade_mp", 2);

maps\mp\perks\_perks::givePerk( "throwingknife_mp" );
self setWeaponAmmoClip("throwingknife_mp", 1);
I put the code for the claymore in my script but it doesn't work, and all other things in the thread do work, so it isn't that. What am i doing wrong here.
Could you perhaps send the script?
Cause Claymore is considered a Perk
Offhand weapons are considered as perks but you may want to try this:
Code:
self _giveWeapon("claymore_mp");
@master131, i already used that, it didn't work for me, i'll try again now,

i am using this script
Code:
	maps\mp\perks\_perks::givePerk( "claymore_mp" );
	self setWeaponAmmoClip("claymore_mp", 1);
I'm not planning to give away my full script untill release of the mod(would be in a few days)
Can't help much without knowing what you're doing then
Posts 1–8 of 8 · Page 1 of 1
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