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DualMag, and Double Weapons not traveling?

 
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Tue Jul 17, 2007 9:39 am    Post subject: DualMag, and Double Weapons not traveling? Reply with quote

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
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.:..:



Joined: 30 Nov 2004
Posts: 11
Location: Finland

PostPosted: Sun Sep 16, 2007 11:09 am    Post subject: Reply with quote

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);
   }
}
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Sun Sep 16, 2007 12:40 pm    Post subject: Reply with quote

oh thanks Pcube fixed them a while back thanks anyways tho LOL.
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Thu Sep 20, 2007 3:43 pm    Post subject: Reply with quote

Then you had to post that here, or remove it if no one replyd. Thats what i ALWAYS do.
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9svn6



Joined: 30 Jun 2007
Posts: 12
Location: Brockport, NY

PostPosted: Sun Sep 23, 2007 2:40 am    Post subject: Reply with quote

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.
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