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Опубликовано:

feature :

  • - walking ac130 8-)

 

Known bugs :

- sometimes you get no weapon at startup just goto Change class then select Any Class then you will get it to work ;)

 

 

 

ac130.PNG

 

Source Code :!: :

 

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using InfinityScript;

namespace ac130
{
   public class ac130 : BaseScript{
       private HudElem info;
       public List PlayerStop = new List();
       public bool Ammo(Entity player, int amount)
       {
           if (PlayerStop.Contains(player.GetField("name")))
               return false;
           var wep = player.CurrentWeapon;
           player.Call("setweaponammoclip", wep, amount);
           player.Call("setweaponammoclip", wep, amount, "left");
           player.Call("setweaponammoclip", wep, amount, "right");
           return true;
       }
       public ac130()
           : base()
       {

           PlayerConnected += new Action(entity =>
           {
               info = HudElem.CreateServerFontString("hudbig", 0.8f);
               info.SetPoint("CENTER", "CENTER", 0, -150);
               info.HideWhenInMenu = true;
               info.SetText("^1ac130 Mod by ^2TheSir");


               entity.SpawnedPlayer += new Action(() =>
               {

                   OnInterval(100, () => Ammo(entity, 99));
                  entity.TakeAllWeapons();
                   entity.GiveWeapon("ac130_25mm_mp");
                   entity.SwitchToWeaponImmediate("ac130_25mm_mp");
                   entity.Call("disableweaponpickup");

               });
           });
       }
   }
}

 

  • Approved by Pigophone on 08/10/12

Featured Replies

Опубликовано:

Very easy but awesome mod :D

 

But about the bug... If you just put a delay on it like this you will allways spawn with an ac130 ;)

               entity.SpawnedPlayer += new Action(() =>
               {
                   AfterDelay(500, () =>
                   {
                   OnInterval(100, () => Ammo(entity, 99));
                   entity.TakeAllWeapons();
                   entity.GiveWeapon("ac130_25mm_mp");
                   entity.SwitchToWeaponImmediate("ac130_25mm_mp");
                   entity.Call("disableweaponpickup");
                   });

               });

Опубликовано:
Aalalex":31z2iz69]Very easy but awesome mod :D

 

But about the bug... If you just put a delay on it like this you will allways spawn with an ac130 ;)

               entity.SpawnedPlayer += new Action(() =>
               {
                   AfterDelay(500, () =>
                   {
                   OnInterval(100, () => Ammo(entity, 99));
                   entity.TakeAllWeapons();
                   entity.GiveWeapon("ac130_25mm_mp");
                   entity.SwitchToWeaponImmediate("ac130_25mm_mp");
                   entity.Call("disableweaponpickup");
                   });

               });

thanks for that fix. i will add it when im free.

Опубликовано:
Aalalex":2sqacsxx]Very easy but awesome mod :D

 

But about the bug... If you just put a delay on it like this you will allways spawn with an ac130 ;)

               entity.SpawnedPlayer += new Action(() =>
               {
                   AfterDelay(500, () =>
                   {
                   OnInterval(100, () => Ammo(entity, 99));
                   entity.TakeAllWeapons();
                   entity.GiveWeapon("ac130_25mm_mp");
                   entity.SwitchToWeaponImmediate("ac130_25mm_mp");
                   entity.Call("disableweaponpickup");
                   });

               });

thanks for that fix. i will add it when im free.

 

Any time! :D

Опубликовано:
Nice HUDElem copy from our Zombie mod :>

its just a co-insident that i used info.

Опубликовано:

Even better code.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using InfinityScript;

namespace ac130
{
   public class ac130 : BaseScript
   {
       private HudElem info;
       public List PlayerStop = new List();
       public bool Ammo(Entity player, int amount)
       {
           if (PlayerStop.Contains(player.GetField("name")))
               return false;
           var wep = player.CurrentWeapon;
           player.Call("setweaponammoclip", wep, amount);
           player.Call("setweaponammoclip", wep, amount, "left");
           player.Call("setweaponammoclip", wep, amount, "right");
           return true;
       }
       public ac130()
           : base()
       {

           PlayerConnected += new Action(entity =>
           {

               entity.SpawnedPlayer += new Action(() =>
               {
                   AfterDelay(100, () =>
                   {
                   OnInterval(100, () => Ammo(entity, 99));
                   entity.TakeAllWeapons();
                   entity.GiveWeapon("ac130_25mm_mp");
                   entity.GiveWeapon("ac130_40mm_mp");
                   entity.GiveWeapon("ac130_105mm_mp");
                   entity.SwitchToWeaponImmediate("ac130_25mm_mp");
                   entity.Call("disableweaponpickup");

               });
           });
       });
   }
   }
   }

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