Command and Conquer: Renegade Official Forums - RDF feed
type: channel
description: C&C: Renegade --> Dying since 2003™, resurrected in 2024!
items: Weapon Drops/Keeping the Weapon
items: Re: Weapon Drops/Keeping the Weapon

Weapon Drops/Keeping the Weapon
type: item
description: #1 basically i want it so when a player picks up a drop weapon or spawn weapon and when they buy a new character they keep those weapons. #2 when the player dies it drops all the weapons the player currently had in a weapons pack are the scripts for these public
creator: Gen_Blacky
date: 2008-12-02T03:35:44-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: There's possibly some early version of the DA release's that include the start of this shaping up. But I don't believe there are any public scripts that do what you want in 3.4.4 or SSGM. I need something right now to boost my self esteem after Crocadile Dundee made me a recluse for two days. I think I can help you.
creator: reborn
date: 2008-12-02T07:18:47-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: We do this using a stack and saving the presets of all picked up weapons, its simple enough to do
creator: Hex
date: 2008-12-02T08:11:35-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Obviously if you're prepared to release your working solution to the problem to Gen, then that's great. You're not stepping on my toes at all, shoot away man . I can't remember how the early version of DA did this, and I don't have the source anymore since my external hard drive broke down. But it's probably still hosted somewhere, I am happy to give it a go and use that as a base for re-creating it if you're reluctant to hand him your source/plug-in/whatever.
creator: reborn
date: 2008-12-02T08:48:21-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: I also once had the scripts for this but wasn't sure sure who originally made them but I lost them long ago. That would be cool if someone would help me with this since im not a reny scripter.
creator: Gen_Blacky
date: 2008-12-02T15:40:20-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: I'm happy to help, but I'm not sure if Hex was offering his or just giving you a general pointer in what direction to go... If he is happy to share then go with that obviously. Otherwise, I'll provide the source here, if I can reproduce it that is...
creator: reborn
date: 2008-12-02T16:46:44-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: here, this is my backpack script: .cpp void cAMpa_Weapon_BackPack::Created(GameObject *obj) { Commands->Start_Timer(obj,this,6.0f,2); GameObject *player = Get_GameObj(Get_Int_Parameter("ID")); if (Has_Weapon(player,"Weapon_AutoRifle_Player")) this->miniGunGdi = true; else this->miniGunGdi = false; if (Has_Weapon(player,"Weapon_AutoRifle_Player_Nod")) this->miniGunNod = true; else this->miniGunNod = false; if (Has_Weapon(player,"Weapon_Chaingun_Player")) this->chainGunGdi = true; else this->chainGunGdi = false; if (Has_Weapon(player,"Weapon_Chaingun_Player_Nod")) this->chainGunNod = true; else this->chainGunNod = false; if (Has_Weapon(player,"Weapon_ChemSprayer_Player")) this->chemSprayer = true; else this->chemSprayer = false; if (Has_Weapon(player,"CNC_Weapon_Flamethrower_Player")) this->flameThrower = true; else this->flameThrower = false; if (Has_Weapon(player,"Weapon_GrenadeLauncher_Player")) this->grenadeLauncher = true; else this->grenadeLauncher = false; if (Has_Weapon(player,"Weapon_LaserChaingun_Player")) this->laserChainGun = true; else this->laserChainGun = false; if (Has_Weapon(player,"Weapon_LaserRifle_Player")) this->laserRifle = true; else this->laserRifle = false; if (Has_Weapon(player,"Weapon_MineProximity_Player")) this->mineProxy = true; else this->mineProxy = false; if (Has_Weapon(player,"Weapon_PersonalIonCannon_Player")) this->persIonCannon = true; else this->persIonCannon = false; if (Has_Weapon(player,"Weapon_Railgun_Player")) this->railGun = true; else this->railGun = false; if (Has_Weapon(player,"Weapon_RamjetRifle_Player") || Has_Weapon(player,"CnC_Weapon_RamjetRifle_Player")) this->ramjet = true; else this->ramjet = false; if (Has_Weapon(player,"Weapon_RepairGun_Player") || Has_Weapon(player,"CnC_Weapon_RepairGun_Player_Special")) this->repairGun = true; else this->repairGun = false; if (Has_Weapon(player,"Weapon_RocketLauncher_Player")) this->rocketLauncher = true; else this->rocketLauncher = false; if (Has_Weapon(player,"CnC_Weapon_Rock…
creator: cAmpa
date: 2008-12-03T08:16:18-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: lol, i realy want to play on your server again
creator: Scrin
date: 2008-12-03T08:17:43-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: He Campa, will this script be in 4.0 or would we have to compile ourself?? If i may compile myself, what are the names of the .h + .cpp files i may add this code too or a new file name or doesn't mind you???
creator: Omar007
date: 2008-12-03T17:15:28-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: thanks a lot campa i will go test it soon
creator: Gen_Blacky
date: 2008-12-03T18:28:46-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: It's not in 4.0 yet, (But they could add it if they want ) you can add it where you want. Create new files, or for example if you are using SSGM copy it in "gmscripts.cpp" / "gmscripts.h".
creator: cAmpa
date: 2008-12-03T18:38:05-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Cool I've added and compiled them
creator: Omar007
date: 2008-12-03T18:44:01-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: what did i do wrong on this line page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false) error C3861: 'page': identifier not found
creator: Gen_Blacky
date: 2008-12-03T19:01:10-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: NVM
creator: Omar007
date: 2008-12-03T19:06:29-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Gen_Blacky wrote on Wed, 03 December 2008 13:01 what did i do wrong on this line page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false) error C3861: 'page': identifier not found Try Console_Input(StrFormat("ppage %d You picked up a bomb-backpack, haha its blowed.",ID).c_str());
creator: MacKinsey
date: 2008-12-03T19:16:18-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: MacKinsey wrote on Wed, 03 December 2008 13:16 Gen_Blacky wrote on Wed, 03 December 2008 13:01 what did i do wrong on this line page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false) error C3861: 'page': identifier not found Try Console_Input(StrFormat("ppage %d You picked up a bomb-backpack, haha its blowed.",ID).c_str()); gave me 2 errors
creator: Gen_Blacky
date: 2008-12-03T19:27:21-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Gen_Blacky wrote on Wed, 03 December 2008 13:27 MacKinsey wrote on Wed, 03 December 2008 13:16 Gen_Blacky wrote on Wed, 03 December 2008 13:01 what did i do wrong on this line page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false) error C3861: 'page': identifier not found Try Console_Input(StrFormat("ppage %d You picked up a bomb-backpack, haha its blowed.",ID).c_str()); gave me 2 errors that messsage says that its a bomb... is that true?
creator: YazooGang
date: 2008-12-03T20:12:31-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Oh yes, i forgot that. Delete page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false); and replace it with char input[256]; _snprintf(input,sizeof(input), "ppage %d [RC] You picked up a bomb-backpack, haha its blowed.", Get_Player_ID(sender)); Console_Input(input); Quote: that messsage says that its a bomb... is that true? Yes, there is a 5% chance to pickup the bomb. If you don't want that, replace: void cAMpa_Weapon_BackPack::Custom(GameObject *obj, int message, int param, GameObject *sender) { if (message == 1000000025) { int rnd = Commands->Get_Random_Int(1,100); if (rnd <= 5) { Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0); page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false); } else { Create_2D_WAV_Sound_Player(sender,"m00psbk_aqob0004i1evag_snd.wav"); if (this->miniGunGdi) Commands->Give_Powerup(sender,"POW_AutoRifle_Player",false); if (this->miniGunNod) Commands->Give_Powerup(sender,"POW_AutoRifle_Player_Nod",false); if (this->chainGunGdi) Commands->Give_Powerup(sender,"POW_Chaingun_Player",false); if (this->chainGunNod) Commands->Give_Powerup(sender,"POW_Chaingun_Player_Nod",false); if (this->chemSprayer) Commands->Give_Powerup(sender,"POW_ChemSprayer_Player",false); if (this->flameThrower) Commands->Give_Powerup(sender,"POW_Flamethrower_Player",false); if (this->grenadeLauncher) Commands->Give_Powerup(sender,"POW_GrenadeLauncher_Player",false); if (this->laserChainGun) Commands->Give_Powerup(sender,"POW_LaserChaingun_Player",false); if (this->laserRifle) Commands->Give_Powerup(sender,"POW_LaserRifle_Player",false); if (this->mineProxy) Commands->Give_Powerup(sender,"POW_MineProximity_Player",false); if (this->persIonCannon) Commands->Give_Powerup(sender,"POW_PersonalIonCannon_Player",false); if (this->railGun) Commands->Give_Powerup(sender,"POW_Railgun_Player",false); if (this->ramjet) Commands->Give_Powerup(sender,"POW_RamjetRifle_Player",false); if (this->repairGun) Commands->Give_Powerup(sende…
creator: cAmpa
date: 2008-12-04T09:56:10-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: You could also replace if (rnd <= 5) { Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0); char input[256]; _snprintf(input,sizeof(input), "ppage %d [RC] You picked up a bomb-backpack, haha its blowed.", Get_Player_ID(sender)); Console_Input(input); } With if (rnd <= 0) { Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0); char input[256]; _snprintf(input,sizeof(input), "ppage %d [RC] You picked up a bomb-backpack, haha its blowed.", Get_Player_ID(sender)); Console_Input(input); } So you can easily set it back on if you deside to use it later This is always FALSE because the random number can't become 0. The range is only 1-100 (for all ppl that don't know much about programming)
creator: Omar007
date: 2008-12-04T13:44:33-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: If you didn't want any bombs all you have to do is: char input[256]; _snprintf(input,sizeof(input), "ppage %d [RC] You picked up a bomb-backpack, haha its blowed.", Get_Player_ID(sender)); Console_Input(input); Quote: that messsage says that its a bomb... is that true? Yes, there is a 5% chance to pickup the bomb. If you don't want that, replace: void cAMpa_Weapon_BackPack::Custom(GameObject *obj, int message, int param, GameObject *sender) { if (message == 1000000025) { /*int rnd = Commands->Get_Random_Int(1,100); if (rnd <= 5) { Commands->Apply_Damage(sender,99999,"Explosion_Mine_Remote_01",0); page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false); } else*/ { Create_2D_WAV_Sound_Player(sender,"m00psbk_aqob0004i1evag_snd.wav"); if (this->miniGunGdi) Commands->Give_Powerup(sender,"POW_AutoRifle_Player",false); if (this->miniGunNod) Commands->Give_Powerup(sender,"POW_AutoRifle_Player_Nod",false); if (this->chainGunGdi) Commands->Give_Powerup(sender,"POW_Chaingun_Player",false); if (this->chainGunNod) Commands->Give_Powerup(sender,"POW_Chaingun_Player_Nod",false); if (this->chemSprayer) Commands->Give_Powerup(sender,"POW_ChemSprayer_Player",false); if (this->flameThrower) Commands->Give_Powerup(sender,"POW_Flamethrower_Player",false); if (this->grenadeLauncher) Commands->Give_Powerup(sender,"POW_GrenadeLauncher_Player",false); if (this->laserChainGun) Commands->Give_Powerup(sender,"POW_LaserChaingun_Player",false); if (this->laserRifle) Commands->Give_Powerup(sender,"POW_LaserRifle_Player",false); if (this->mineProxy) Commands->Give_Powerup(sender,"POW_MineProximity_Player",false); if (this->persIonCannon) Commands->Give_Powerup(sender,"POW_PersonalIonCannon_Player",false); if (this->railGun) Commands->Give_Powerup(sender,"POW_Railgun_Player",false); if (this->ramjet) Commands->Give_Powerup(sender,"POW_RamjetRifle_Player",false); if (this->repairGun) Commands->Give_Powerup(sender,"POW_RepairGun_Player",false); if (this->rocketLauncher) Commands->G…
creator: Jerad2142
date: 2008-12-04T14:46:54-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: That's true but i had seen my way as easier Except this: Jerad Gray wrote on Thu, 04 December 2008 15:46 If you didn't want any bombs all you have to do is: char input[256]; _snprintf(input,sizeof(input), "ppage %d [RC] You picked up a bomb-backpack, haha its blowed.", Get_Player_ID(sender)); Console_Input(input); This is only the correct code for displaying the message. This was not working: page(sender,"[RC] You picked up a bomb-backpack, haha its blowed.", false); That other code does.
creator: Omar007
date: 2008-12-04T15:18:58-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Bump This part of the code keeps crashing the server when a player dies does anyone know why. GameObject *player = Get_GameObj(Get_Int_Parameter("ID")); if (Has_Weapon(player,"Weapon_AutoRifle_Player")) this->miniGunGdi = true; else this->miniGunGdi = false; if (Has_Weapon(player,"Weapon_AutoRifle_Player_Nod")) this->miniGunNod = true; else this->miniGunNod = false; if (Has_Weapon(player,"Weapon_Chaingun_Player")) this->chainGunGdi = true; else this->chainGunGdi = false; if (Has_Weapon(player,"Weapon_Chaingun_Player_Nod")) this->chainGunNod = true; else this->chainGunNod = false; if (Has_Weapon(player,"Weapon_ChemSprayer_Player")) this->chemSprayer = true; else this->chemSprayer = false; if (Has_Weapon(player,"CNC_Weapon_Flamethrower_Player")) this->flameThrower = true; else this->flameThrower = false; if (Has_Weapon(player,"Weapon_GrenadeLauncher_Player")) this->grenadeLauncher = true; else this->grenadeLauncher = false; if (Has_Weapon(player,"Weapon_LaserChaingun_Player")) this->laserChainGun = true; else this->laserChainGun = false; if (Has_Weapon(player,"Weapon_LaserRifle_Player")) this->laserRifle = true; else this->laserRifle = false; if (Has_Weapon(player,"Weapon_MineProximity_Player")) this->mineProxy = true; else this->mineProxy = false; if (Has_Weapon(player,"Weapon_PersonalIonCannon_Player")) this->persIonCannon = true; else this->persIonCannon = false; if (Has_Weapon(player,"Weapon_Railgun_Player")) this->railGun = true; else this->railGun = false; if (Has_Weapon(player,"Weapon_RamjetRifle_Player") || Has_Weapon(player,"CnC_Weapon_RamjetRifle_Player")) this->ramjet = true; else this->ramjet = false; if (Has_Weapon(player,"Weapon_RepairGun_Player") || Has_Weapon(player,"CnC_Weapon_RepairGun_Player_Special")) this->repairGun = true; else this->repairGun = false; if (Has_Weapon(player,"Weapon_RocketLauncher_Player")) this->rocketLauncher = true; else this->rocketLauncher = false; if (Has_Weapon(player,"CnC_Weapon_RocketLauncher_Player")) this->rocketGunner …
creator: Gen_Blacky
date: 2008-12-14T08:22:14-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: How do you attach that script?
creator: cAmpa
date: 2008-12-14T16:32:45-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: I attached it to MDB_SSGM_Player backpack script and used your script instead of using MDB_SSGM_Drop_Weapon.
creator: Gen_Blacky
date: 2008-12-14T19:40:26-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Code.
creator: cAmpa
date: 2008-12-14T19:44:42-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Your code void Backpack_Weapon_Drop::Created(GameObject *obj) { Commands->Start_Timer(obj,this,8.0f,1); Commands->Start_Timer(obj,this,6.0f,2); GameObject *player = Get_GameObj(Get_Int_Parameter("ID")); if (Has_Weapon(player,"Weapon_AutoRifle_Player")) this->miniGunGdi = true; else this->miniGunGdi = false; if (Has_Weapon(player,"Weapon_AutoRifle_Player_Nod")) this->miniGunNod = true; else this->miniGunNod = false; if (Has_Weapon(player,"Weapon_Chaingun_Player")) this->chainGunGdi = true; else this->chainGunGdi = false; if (Has_Weapon(player,"Weapon_Chaingun_Player_Nod")) this->chainGunNod = true; else this->chainGunNod = false; if (Has_Weapon(player,"Weapon_ChemSprayer_Player")) this->chemSprayer = true; else this->chemSprayer = false; if (Has_Weapon(player,"CNC_Weapon_Flamethrower_Player")) this->flameThrower = true; else this->flameThrower = false; if (Has_Weapon(player,"Weapon_GrenadeLauncher_Player")) this->grenadeLauncher = true; else this->grenadeLauncher = false; if (Has_Weapon(player,"Weapon_LaserChaingun_Player")) this->laserChainGun = true; else this->laserChainGun = false; if (Has_Weapon(player,"Weapon_LaserRifle_Player")) this->laserRifle = true; else this->laserRifle = false; if (Has_Weapon(player,"Weapon_MineProximity_Player")) this->mineProxy = true; else this->mineProxy = false; if (Has_Weapon(player,"Weapon_PersonalIonCannon_Player")) this->persIonCannon = true; else this->persIonCannon = false; if (Has_Weapon(player,"Weapon_Railgun_Player")) this->railGun = true; else this->railGun = false; if (Has_Weapon(player,"Weapon_RamjetRifle_Player") || Has_Weapon(player,"CnC_Weapon_RamjetRifle_Player")) this->ramjet = true; else this->ramjet = false; if (Has_Weapon(player,"Weapon_RepairGun_Player") || Has_Weapon(player,"CnC_Weapon_RepairGun_Player_Special")) this->repairGun = true; else this->repairGun = false; if (Has_Weapon(player,"Weapon_RocketLauncher_Player")) this->rocketLauncher = true; else this->rocketLauncher = false; if (Has_Weapon(player,"CnC_W…
creator: Gen_Blacky
date: 2008-12-14T20:00:33-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Uhm the code where you attach my script.
creator: cAmpa
date: 2008-12-14T20:25:52-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: i did lol Commands->Attach_Script(BackpackScript,"Backpack_Weapon_Drop",""); bottom of MDB_SSGM_Player
creator: Gen_Blacky
date: 2008-12-14T20:56:54-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: My script needs the parameter from the player's ID. Try this: char script[32]; _snprintf(script,sizeof(script),"%d",Get_Player_ID(obj)); Commands->Attach_Script(BackpackScript,"cAMpa_Weapon_BackPack",script); And don't rename the script name.
creator: cAmpa
date: 2008-12-14T21:15:11-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: lol sorry what i did is just copy MDB_SSGM_Drop_Weapon and put your code in it and renamed MDB_SSGM_Drop_Weapon to Backpack_Weapon_Drop ill put campa in front of it to make you happy.
creator: Gen_Blacky
date: 2008-12-14T21:52:53-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: It still crashes it doesn't crash for spawn character but it crashes on any other charter
creator: Gen_Blacky
date: 2008-12-15T00:48:59-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Best is you catch me on atomix IRC.
creator: cAmpa
date: 2008-12-15T12:23:38-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Woah dude, that has to be the worst code EVER.
creator: Sir Kane
date: 2008-12-15T13:50:38-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: sorry to bump a old old post however Im starting to play with the code a bit and am getting a Has_weapon error. has this been updated or has it been abandoned? I would like so do a similar backpack add-on ti Atomix's
creator: Khyron263
date: 2010-02-12T14:26:38-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: I made a drop weapon system and released it some time ago. It's different to what Camp kindly provided, but basically means when a player dies, they drop a back-pack with all there weapons. It's on my download page, here: http://spencerelliott.co.uk/downloads.html I think I made it so SBH can't pick them up, but I can't remember now.
creator: reborn
date: 2010-02-12T14:44:28-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: yes, I installed that one, Love it. but I wasn't sure, but if they have aquired other weapons, will they stay in the back as well? Is there a way to add "special items" in the packs? and yes, SBH's cant pick them up.... I like that, when im not a SBH
creator: Khyron263
date: 2010-02-12T14:53:56-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: Khyron263 wrote on Fri, 12 February 2010 09:53 yes, I installed that one, Love it. but I wasn't sure, but if they have aquired other weapons, will they stay in the back as well? Is there a way to add "special items" in the packs? and yes, SBH's cant pick them up.... I like that, when im not a SBH Yes, weapons are persistant with this system. You can add other weapons to the pack if you wanted to, but you would have to edit the plugin itself.
creator: reborn
date: 2010-02-12T15:19:15-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: cool, ill give it a try thanks
creator: Khyron263
date: 2010-02-12T23:16:38-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: nevermind
creator: Tunaman
date: 2010-02-12T23:58:20-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: aww, leave the guy alone, that was over a year ago
creator: Khyron263
date: 2010-02-13T02:05:31-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: playing around some, is there a way.... instead of a weapon, to also add a random element to it? Like, most of the time you pick up a pack and get the weapon from the person that got killed... or, instead of the weapon you can get turned into another char. or call in an airstrike, or money, something like that. Kind of incoporate a crate element into it as well.... but only a low percentage. maybe 10% of the time you get a random event.
creator: Khyron263
date: 2010-02-24T17:23:48-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: If your using reborn weapon drop just make a random to drop a power up or whatever instead of the backpack, or you could make a random to add the special power up to the backpack.
creator: Gen_Blacky
date: 2010-02-24T18:33:18-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: ummm, so if i want to use a crate , and im using reborns plugin, how do i make a call from a plug-in to the crates that are in ssmg? im still learning, so please bear with me. a sample of code would help if you have the time, so i can reproduce it and work with it? I tryed to replace a weapon with a crate, just to see how it will work before i try to do a random, but it didnt take, the pack apeared but it didnt do anything.
creator: Khyron263
date: 2010-02-24T19:34:15-00:00

Re: Weapon Drops/Keeping the Weapon
type: item
description: disregaurd, i got it.... took a little thinking on my part
creator: Khyron263
date: 2010-02-24T19:59:56-00:00