View previous topic :: View next topic |
Author |
Message |
9svn6
Joined: 30 Jun 2007 Posts: 12 Location: Brockport, NY
|
Posted: Tue Jul 17, 2007 9:39 am Post subject: DualMag, and Double Weapons not traveling? |
|
|
Ok so I put the dualmag by smartball and some of the double weapons and they work fine but when the map changes they go back to being one gun instead of two and on the right side? I have tried adding btravel=true to default properties and var travel Doublewhateverweapon SlaveGun; and they didn't work has anyone gotten these to work? I think zombie got the dualmag to travel on his server i'm guessing it's the same problem.
Thanks,
9svn6 |
|
Back to top |
|
|
.:..:
Joined: 30 Nov 2004 Posts: 11 Location: Finland
|
Posted: Sun Sep 16, 2007 11:09 am Post subject: |
|
|
You need to add a travel boolean to tell whenever player got dual mag, and spawn the dual mag on travel accept function.
Example:
Code: |
var travel bool bHasDualMag; // Set to True when dual mag has been picked up.
function TravelPostAccept()
{
local Weapon W;
Super.TravelPostAccept();
if( bHasDualMag )
{
W = Spawn(Class);
if( W!=None )
W.Touch(Owner);
}
}
|
|
|
Back to top |
|
|
9svn6
Joined: 30 Jun 2007 Posts: 12 Location: Brockport, NY
|
Posted: Sun Sep 16, 2007 12:40 pm Post subject: |
|
|
oh thanks Pcube fixed them a while back thanks anyways tho LOL. |
|
Back to top |
|
|
mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
|
Posted: Thu Sep 20, 2007 3:43 pm Post subject: |
|
|
Then you had to post that here, or remove it if no one replyd. Thats what i ALWAYS do. _________________
|
|
Back to top |
|
|
9svn6
Joined: 30 Jun 2007 Posts: 12 Location: Brockport, NY
|
Posted: Sun Sep 23, 2007 2:40 am Post subject: |
|
|
No one ever replies and There is no remove so I can't remove it, PCube fixed them so he knows what code he added. |
|
Back to top |
|
|
|