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Has_Weapon [message #454384] Mon, 12 September 2011 18:00 Go to next message
Xpert is currently offline  Xpert
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This stuff in SSGM doesn't work correctly. It's suppose to say ammunition acquired if the person HAS the weapon, but it says ammunition acquired even if they don't have the weapon.

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Re: Has_Weapon [message #454385 is a reply to message #454384] Mon, 12 September 2011 18:37 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Xpert wrote on Mon, 12 September 2011 19:00

This stuff in SSGM doesn't work correctly. It's suppose to say ammunition acquired if the person HAS the weapon, but it says ammunition acquired even if they don't have the weapon.

Mind showing your code?


Re: Has_Weapon [message #454387 is a reply to message #454384] Mon, 12 September 2011 18:43 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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I didn't make it. Came with SSGM.


		else if (strstr(Commands->Get_Preset_Name(obj),"POW_Flamethrower_Player"))
		{
			if (Has_Weapon(sender,"Weapon_Flamethrower_Player"))
			{
				Send_Message_Player(sender,104,234,40,"Flamethrower fuel acquired.");
				Create_2D_WAV_Sound_Player(sender,"m00paft_aqob0001i1evag_snd.wav");
				if (!SBHCanPickupDropWeapons)
				{
					if (strcmp(Commands->Get_Preset_Name(sender),"CnC_Nod_FlameThrower_2SF") == 0)
					{
						Remove_Weapon(sender,"Weapon_Flamethrower_Player");
					}
				}
			}
			else
			{
				Send_Message_Player(sender,104,234,40,"Flamethrower acquired.");
				Create_2D_WAV_Sound_Player(sender,"m00pwft_aqob0001i1evag_snd.wav");
				if (!SBHCanPickupDropWeapons)
				{
					if (strcmp(Commands->Get_Preset_Name(sender),"CnC_Nod_FlameThrower_2SF") == 0)
					{
						Remove_Weapon(sender,"Weapon_Flamethrower_Player");
					}
				}
			}
		}


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Re: Has_Weapon [message #454389 is a reply to message #454387] Mon, 12 September 2011 19:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I think your probably looking for CNC_Weapon_Flamethrower_Player.

Also


			if (Has_Weapon(sender,"Weapon_Flamethrower_Player"))
			{
				Create_2D_WAV_Sound_Player(sender,"m00paft_aqob0001i1evag_snd.wav");
			}
			else
			{
				Create_2D_WAV_Sound_Player(sender,"m00pwft_aqob0001i1evag_snd.wav");


Your telling the sound to play even if you don't have the flamethrower with that else.


Re: Has_Weapon [message #454396 is a reply to message #454384] Mon, 12 September 2011 20:47 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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I know the issues with it, I'm just saying for the TT team since they're the ones who wrote it out this way. I know what they were intending but they did it wrong.

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Re: Has_Weapon [message #454419 is a reply to message #454384] Tue, 13 September 2011 01:31 Go to previous messageGo to next message
Dave78742 is currently offline  Dave78742
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Yeah it's pretty much like this for all weapons... it used to say "chaingun aquired" now it says "chaingun ammunition aquired" even if you previously never had the weapon.

St0rm.net Renegade Head Administrator
Re: Has_Weapon [message #454478 is a reply to message #454419] Tue, 13 September 2011 11:44 Go to previous message
sla.ro(master) is currently offline  sla.ro(master)
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i think zunnie wrote that code, lol, blame him.

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