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Thread: Sniper-only mod fails sometimes

  1. #1

    Default Sniper-only mod fails sometimes

    hey guys,

    Purple elephantau made me a nice sniper only mod.... but sometimes people spawn with mg... and keep shooting the entire server empty.... how does it happen and how to stop that?

  2. #2
    Purple Developer Purple Elephant1au's Avatar
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    Default

    What was the mod again ?? did it use the spawn event ? or something like that, i forget lol post it up and maybe just add another check about 5 seconds after spawn aswell to catch those who missed the first

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  3. #3

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    Let them spawn with the MG. Just set the clip size to 1. That would be fun!

  4. #4

    Default

    Heey purple, the spawn event.... when they spawn they get sniper... but when they drop it right away they still get the mg.... any fix for that?

  5. #5
    Purple Developer Purple Elephant1au's Avatar
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    You could always just make all the other weapon.tiks blank , that way they cant be chosen . Or make them not droppable .
    Or just had a loop through taking all other weapons besides the snipers, so if anyone cheats and bypasses the spawn event that way, it will still take the weapon

    Code:
    main:
    
    if(level.weaponrun)
    end
    
    level.weaponrun = 1
    
    level waittill spawn
    
    local.spawn = registerev "spawn" global/weapons.scr::spawn
    
    local.connected = registerev "connected" global/weapons.scr::connected
    
    end
    
    connected local.player:
    
    if(local.player == NULL || local.player == NIL)
    end
    
    /// Fixes new map spawn not working
    if(local.player.dmteam != "spectator")
    {    
        wait 0.5
        thread spawn local.player
    }
        
    /// Fixes bugged scores on new map
    local.kills = local.player getkills
    if(local.kills > 0)
    local.player addkills -(local.kills)
            
    end
    
    spawn local.player:
    
    if(local.player == NULL)
    end
    
    /// Ft spec bug with spawn
    if(local.player.mef_spectator == 1)
    end
    
    /// Fixes FT new round no spawn, by waiting for round to start, remove if you want to test with 1 player
    local.extgametype = getcvar "g_extgametype"
    if(local.extgametype == "ftobj" || local.extgametype == "obj")
    waitthread global/libmef/util.scr::waittill_roundstart 
    
    wait 0.5
    
    if(local.player != NULL){
    /// Player take all
    local.player takeall
    
    /// Player now give both snipers
    local.player give models/weapons/kar98sniper.tik
    local.player give models/weapons/springfield.tik
    
    /// player use rifle and set as primary weapon
    local.player useweaponclass rifle
    local.player primarydmweapon sniper
    
    }
    
    //// Now add a few more takes just incase the player is cheating and bypassing spawn event.
    for(local.i = 1;local.i <= 3;local.i++)
    {
        if(local.player != NULL)
        {
        local.player take models/weapons/kar98.tik
        local.player take models/weapons/mp44.tik
        local.player take models/weapons/panzerschreck.tik
        local.player take models/weapons/shotgun.tik
        local.player take models/weapons/steilhandgranate.tik
        local.player take models/weapons/p38.tik
        local.player take models/weapons/mp40.tik  
        local.player take models/weapons/bar.tik
        local.player take models/weapons/bazooka.tik
        local.player take models/weapons/m1_garand.tik
        local.player take models/weapons/shotgun.tik
        local.player take models/weapons/m2frag_grenade.tik
        local.player take models/weapons/colt45.tik
        local.player take models/weapons/thompsonsmg.tik
        }
     wait 10
     }
       
    end

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  6. #6

    Default

    If cheats are enabled on the server, there are ways of spawning / giving yourself weapons. Shh... I didn't tell you.
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  7. #7

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    Not sure why you wouldn't use Creeper's weapons limiter mod. It gets initialized in Mike_Torso

    You don't need checks. It happens every time you spawn.
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  8. #8
    Purple Developer Purple Elephant1au's Avatar
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    Yes but it happens everytime you raise your weapon , so its unlimited ammo etc, also people tend to use that mike_torso then wonder why players are still landsharking lol

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  9. #9

    Default

    Quote Originally Posted by Purple Elephant1au View Post
    Yes but it happens everytime you raise your weapon , so its unlimited ammo etc, also people tend to use that mike_torso then wonder why players are still landsharking lol
    I don't think that's correct. I use weapons limiter, and I can assure you that you can run out of ammo.

    Also, if you use the mike_torso from my ubermod, it has land sharking fixed along with the weapons limiter commands. All you'd then need is global/player_spawned.scr and weapon_settings.txt in root.
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  10. #10
    Purple Developer Purple Elephant1au's Avatar
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    Oh i do stand corrected, it must be another mod that used the raise weapon state, his one completely changes the mike_torso around so the default state is STAND_REAL and not just plain STAND, which is smart but makes trying to add other custom states for other mods harder for the client.

    I would rather use the event system then a custom mike_torso , as it is also triggered every time, only problem is that it is triggered faster then the mike_torso , so when you take or give weapons, the player is not ready yet to receive them.
    So its just a matter of waiting an extra second before doing so, or maybe add a check for player ready ie local.player.ready = 1 , or wait until active weapon != NULL, just a few things like that would delay it enough to work properly.
    Thats what i did with my weapon limiter.
    Or just wait until RR has fixed the player.inventory command on linux release and you could use that aswell lol.


    And for the weapon_settings.txt, you would need the all the custom edited weapon model tiks , which exec weapon_settings from inside the tik, but thats just to control ammo etc, and not the weapon limiter part.

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