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Thread: Breakthrough Weapons help

  1. #11

    Default

    Quote Originally Posted by easymeat View Post
    here's some sniper rifle mods for BT I made today if anyone wants them. There is aslo the source files and some extra stuffto help noobs change some things around if they want.

    Code:
     
    3 Breakthrough rifle mods
    
    The original weapons script I found on TMT forums I just fixed it how I wanted it.
    
    I was asked for this on X-Null forums so I thought I'd just do 3 different versions
     of what I was asked for. They all work good I didn't find any problems.
     
    easymeat{sfx} 
    --------------------------------------------------------------- 
     NOTES: 
      1.) zzzzzzzz_EZM_BT_Sniper_Rifles1 HAS NO GRENADES 
      
           AND ALL PISTOLS ARE REPLACED WITH Hi-Standard Silenced.
           
           ALL WEAPON TIK'S ARE STOCK EXCEPT FOR PISTOLS AND GRENADES
           
           The mod replaces all breakthrough weapons to mohaa rifles and snipers only.
           Kar98
           Kar98sniper
           M1 Garand
           Springfield
           
           
      2.) zzzzzzzz_EZM_BT_Sniper_Rifles2 STOCK WEAPONS 
      
           ALL WEAPON TIK'S ARE STOCK
           
           The mod replaces all breakthrough weapons to mohaa rifles and snipers only.
           
           Kar98
           Kar98sniper
           M1 Garand
           Springfield
      
      3.)  zzzzzzzz_EZM_BT_Bolt.pk3 STOCK BOLT ACTION WEAPONS 
      
           ALL WEAPON TIK'S ARE STOCK
           
      4.) Please read at the  EXTRA STUFF.txt in the extra stuff folder to change
          somethings around if you want.
          
    ---------------------------------------------------------------
    
    iNSTALL: 
    1.) Place the pk3 in MOHAA/maintt folder.
    2.) Add set weapons "1" to server.cfg to run mod. 
    
    ///////////////////////////////////////////////
     zzzzzzzz_EZM_BT_Sniper_Rifles1 WEAPONS SET UP
    //////////////////////////////////////////////
    
    g43 = kar98Sniper
    
    mp40 = kar98
    moschetto = kar98
    breda = kar98
    
    mine = m1_garand
    minedetector = m1_garand
    
    mp44 = kar98
    kar98_mortar = kar98
    carcano = kar98
    
    panzerschreck = springfield 
    shotgun = kar98sniper
    
    p38 = Hi-Standard Silenced ( SEE NOTES )
    Beretta = Hi-Standard Silenced ( SEE NOTES )
    
    svt_rifle = springfield
    uk_w_l42a1 = springfield
    
    ppsh = kar98
    sten = kar98
    thompsonsmg = kar98
    
    mine = kar98
    minedetector = kar98
    
    bar = m1_garand
    uk_w_Vickers = m1_garand
    
    shotgun = kar98sniper
    bazooka = kar98sniper
    uk_w_piat = kar98sniper
    
    enfield = m1_garand
    delisle = m1_garand
    mosin_nagant_rifle = m1_garand
    
    colt45 = Hi-Standard Silenced ( SEE NOTES )
    Nagant_revolver = Hi-Standard Silenced ( SEE NOTES )
    Webley_Revolver = Hi-Standard Silenced ( SEE NOTES )
    
    ///////////////////////////////////////////////
     zzzzzzzz_EZM_BT_Sniper_Rifles2 WEAPONS SET UP
    //////////////////////////////////////////////
      
    g43 = kar98Sniper
    
    mp40 = kar98
    moschetto = kar98
    breda = kar98
    
    mine = m1_garand
    minedetector = m1_garand
    
    mp44 = kar98
    kar98_mortar = kar98
    carcano = kar98
    
    panzerschreck = springfield 
    shotgun = kar98sniper
    
    svt_rifle = springfield
    uk_w_l42a1 = springfield
    
    ppsh = kar98
    sten = kar98
    thompsonsmg = kar98
    
    mine = kar98
    minedetector = kar98
    
    bar = m1_garand
    uk_w_Vickers = m1_garand
    
    shotgun = kar98sniper
    bazooka = kar98sniper
    uk_w_piat = kar98sniper
    
    enfield = m1_garand
    delisle = m1_garand
    mosin_nagant_rifle = m1_garand
    
    ////////////////////////////////////////
    zzzzzzzz_EZM_BT_Bolt.pk3 WEAPONS SET UP
    ///////////////////////////////////////
    
    g43 = kar98Sniper
    
    mp40 = mosin_nagant_rifle
    moschetto = mosin_nagant_rifle
    breda = mosin_nagant_rifle
    
    mine = enfield
    minedetector = enfield
    
    mp44 = uk_w_l42a1
    kar98_mortar = uk_w_l42a1
    
    panzerschreck = springfield 
    shotgun = kar98sniper
    
    svt_rifle = carcano
    m1_garand = carcano
    
    ppsh = kar98
    sten = kar98
    thompsonsmg = kar98
    
    mine = kar98
    minedetector = kar98
    
    bar = endfield
    uk_w_Vickers = enfield
    
    shotgun = kar98sniper
    bazooka = kar98sniper
    uk_w_piat = kar98sniper
    Its still got Bazooka mate in 6th Airborne Captain allies team , please need to remove all bazooka from all teams skins and when player choose bazooka get rifle

    Also can i make the rifle Bash kill from 2 shoots not only 1 ?

    Thanks
    Last edited by Yotka; April 18th, 2016 at 07:41 AM.

  2. #12

    Default

    did you download the new pk3? It works right for me and that player model can't use the bazooka it uses the pait I'm not messing with it anymore open the pk3 and figure out how to do it. That's how I learned. This make like 6 changes you want before I even got the first on done. i make it come to post it and you say you want something different sorry but from now on your on your own.

  3. #13

    Default

    Quote Originally Posted by easymeat View Post
    did you download the new pk3? It works right for me and that player model can't use the bazooka it uses the pait I'm not messing with it anymore open the pk3 and figure out how to do it. That's how I learned. This make like 6 changes you want before I even got the first on done. i make it come to post it and you say you want something different sorry but from now on your on your own.
    But its still got bazooka mate can be done for SH game please and server be sniper and rifles only

    No nades and no smoke nades no bazooka at all and no pistol

    Thanks

  4. #14

    Default

    easymeat , mate you cant do weapons like mohaa script called : weapon_give_take.crp

    Its give weapons that i choose even if he tried to press in other weapons will give him the weapons i choosed

    Infact still in 6th Airborne Captain skin getting all weapons allowed and here picture :

    Click image for larger version. 

Name:	aa.PNG 
Views:	42 
Size:	100.5 KB 
ID:	1589

    Also there are more weapons too.

    and here the Submachine that allowed in all skins :

    Click image for larger version. 

Name:	aaaa.PNG 
Views:	9 
Size:	153.2 KB 
ID:	1590

    So please wanna remove all weapons in all skins just to put Sniper and Rifle please

    Thanks

  5. #15

    Default

    here I spelled rocket wrong had if(level.rcoket == "1") use this one.
    Code:
      Main:
    
    // checks for cvar in server.cfg to turn on mod ( set rocket "1" )
    
    level.rocket = getcvar "rocket"
    	if(level.rocket == "1")
    {
    
    	  thread panzerschreck
    	  thread bazooka 
    	
    	  thread message	
    }
    
    end
    
    
    panzerschreck:
    	waitframe
    
    	local.n = randomint 99999
    
    	self weaponcommand mainhand targetname ("w" + local.n)
       
    	if ($("w" + local.n))
    
    	{
    
    	local.weap = $("w" + local.n)
    
    	local.weap.targetname = ""
    
    	}
    
    	else
    
    	end
    
    	switch(local.weap.model)
    
    	{
    	
      case "models/weapons/panzerschreck.tik":
    
      self take "models/weapons/panzerschreck.tik" 
      
    	switch(self.model)
    
    	{
    
    	//ALLIED ASSAULT MODELS AIXS
    case "models/player/german_afrika_officer.tik":
    case "models/player/german_afrika_private.tik":
    case "models/player/german_elite_officer.tik":
    case "models/player/german_elite_sentry.tik":
    case "models/player/german_kradshutzen.tik":
    case "models/player/german_panzer_grenadier.tik":
    case "models/player/german_panzer_obershutze.tik":
    case "models/player/german_panzer_shutze.tik":
    case "models/player/german_panzer_tankcommander.tik":
    case "models/player/german_scientist.tik":
    case "models/player/german_waffenss_officer.tik":
    case "models/player/german_waffenss_shutze.tik":
    case "models/player/german_wehrmacht_officer.tik":
    case "models/player/german_wehrmacht_soldier.tik":
    case "models/player/german_winter_1.tik":
    case "models/player/german_winter_2.tik":
    case "models/player/german_worker.tik":
    
    	// SPEARHEAD MODELS AXIS
    case "models/player/german_Ardennes_Artillery_Commander.tik":
    case "models/player/german_DDay_Colonel.tik":
    case "models/player/german_Panzer_Corporal.tik":
    case "models/player/german_Stukageschwader.tik":
    
    	// BREAKTHROUGH MODELS AXIS
    case "models/player/sc_ax_ital_inf.tik":
    case "models/player/sc_ax_ital_inf2.tik":
    case "models/player/it_ax_ital_vol.tik":
    
    	waitframe
    
    	self give "models/weapons/m1_garand.tik"
    
    	waitframe 
    
    	self use "models/weapons/m1_garand.tik"
    
    	break
    
    	default:   
    
    	waitframe
    
    	self give "models/weapons/m1_garand.tik"
    
    	waitframe 
    
    	self use "models/weapons/m1_garand.tik"
    
    	break
    
    	}
    
    	break
    
    	}
    	end
    	
    bazooka:
    	waitframe
    
    	local.n = randomint 99999
    
    	self weaponcommand mainhand targetname ("w" + local.n)
       
    	if ($("w" + local.n))
    
    	{
    
    	local.weap = $("w" + local.n)
    
    	local.weap.targetname = ""
    
    	}
    
    	else
    
    	end
    
    	switch(local.weap.model)
    
    	{
          
      case "models/weapons/bazooka.tik":
      case "models/weapons/uk_w_piat.tik":
    
      self take "models/weapons/uk_w_piat.tik"
    	self take "models/weapons/bazooka.tik"
      
    	switch(self.model)
    
    	{
    
    	//ALLIED ASSAULT MODELS ALLIED
    case "models/player/allied_airborne.tik":
    case "models/player/allied_manon.tik":
    case "models/player/allied_sas.tik":
    case "models/player/allied_pilot.tik":
    case "models/player/american_army.tik":
    case "models/player/american_ranger.tik":
    	
    	// SPEARHEAD MODELS ALLIED
    case "models/player/allied_101st_Captain.tik":
    case "models/player/allied_101st_Infantry.tik":
    case "models/player/allied_101st_Scout.tik":
    case "models/player/allied_501st_PIR_Scout.tik":
    case "models/player/allied_501st_PIR_Soldier.tik":
    case "models/player/allied_british_6th_Airborne_Captain.tik":
    case "models/player/allied_british_6th_Airborne_Paratrooper.tik":
    case "models/player/allied_russian_Crazy_Boris.tik":
    case "models/player/allied_russian_Recon_Scout.tik":
    case "models/player/allied_russian_Recon_Soldier.tik":
    
    	
    	// BREAKTHROUGH MODELS ALLIED
    case "models/player/allied_russian_seaman.tik":
    case "models/player/allied_technician.tik":
    case "models/player/allied_russian_corporal.tik":
    case "models/player/allied_british_tank_corporal.tik":
    case "models/player/allied_Wheathers.tik":
    case "models/player/allied_US_Tank.tik":
    case "models/player/allied_US_Mask.tik":
    case "models/player/allied_British_Tank.tik":
    case "models/player/allied_British_Cmd.tik":
    
    
    	waitframe
    
    	self give "models/weapons/kar98.tik"
    
    	waitframe 
    
    	self use "models/weapons/kar98.tik"
    
    	break
    
    	default:   
    
    	waitframe
    
    	self give "models/weapons/kar98.tik"
    
    	waitframe 
    
    	self use "models/weapons/kar98.tik"
    
    	break
    
    	}
    
    	break
    
    	}
    	end

  6. #16

    Default

    Quote Originally Posted by easymeat View Post
    here I spelled rocket wrong had if(level.rcoket == "1") use this one.
    Code:
      Main:
    
    // checks for cvar in server.cfg to turn on mod ( set rocket "1" )
    
    level.rocket = getcvar "rocket"
    	if(level.rocket == "1")
    {
    
    	  thread panzerschreck
    	  thread bazooka 
    	
    	  thread message	
    }
    
    end
    
    
    panzerschreck:
    	waitframe
    
    	local.n = randomint 99999
    
    	self weaponcommand mainhand targetname ("w" + local.n)
       
    	if ($("w" + local.n))
    
    	{
    
    	local.weap = $("w" + local.n)
    
    	local.weap.targetname = ""
    
    	}
    
    	else
    
    	end
    
    	switch(local.weap.model)
    
    	{
    	
      case "models/weapons/panzerschreck.tik":
    
      self take "models/weapons/panzerschreck.tik" 
      
    	switch(self.model)
    
    	{
    
    	//ALLIED ASSAULT MODELS AIXS
    case "models/player/german_afrika_officer.tik":
    case "models/player/german_afrika_private.tik":
    case "models/player/german_elite_officer.tik":
    case "models/player/german_elite_sentry.tik":
    case "models/player/german_kradshutzen.tik":
    case "models/player/german_panzer_grenadier.tik":
    case "models/player/german_panzer_obershutze.tik":
    case "models/player/german_panzer_shutze.tik":
    case "models/player/german_panzer_tankcommander.tik":
    case "models/player/german_scientist.tik":
    case "models/player/german_waffenss_officer.tik":
    case "models/player/german_waffenss_shutze.tik":
    case "models/player/german_wehrmacht_officer.tik":
    case "models/player/german_wehrmacht_soldier.tik":
    case "models/player/german_winter_1.tik":
    case "models/player/german_winter_2.tik":
    case "models/player/german_worker.tik":
    
    	// SPEARHEAD MODELS AXIS
    case "models/player/german_Ardennes_Artillery_Commander.tik":
    case "models/player/german_DDay_Colonel.tik":
    case "models/player/german_Panzer_Corporal.tik":
    case "models/player/german_Stukageschwader.tik":
    
    	// BREAKTHROUGH MODELS AXIS
    case "models/player/sc_ax_ital_inf.tik":
    case "models/player/sc_ax_ital_inf2.tik":
    case "models/player/it_ax_ital_vol.tik":
    
    	waitframe
    
    	self give "models/weapons/m1_garand.tik"
    
    	waitframe 
    
    	self use "models/weapons/m1_garand.tik"
    
    	break
    
    	default:   
    
    	waitframe
    
    	self give "models/weapons/m1_garand.tik"
    
    	waitframe 
    
    	self use "models/weapons/m1_garand.tik"
    
    	break
    
    	}
    
    	break
    
    	}
    	end
    	
    bazooka:
    	waitframe
    
    	local.n = randomint 99999
    
    	self weaponcommand mainhand targetname ("w" + local.n)
       
    	if ($("w" + local.n))
    
    	{
    
    	local.weap = $("w" + local.n)
    
    	local.weap.targetname = ""
    
    	}
    
    	else
    
    	end
    
    	switch(local.weap.model)
    
    	{
          
      case "models/weapons/bazooka.tik":
      case "models/weapons/uk_w_piat.tik":
    
      self take "models/weapons/uk_w_piat.tik"
    	self take "models/weapons/bazooka.tik"
      
    	switch(self.model)
    
    	{
    
    	//ALLIED ASSAULT MODELS ALLIED
    case "models/player/allied_airborne.tik":
    case "models/player/allied_manon.tik":
    case "models/player/allied_sas.tik":
    case "models/player/allied_pilot.tik":
    case "models/player/american_army.tik":
    case "models/player/american_ranger.tik":
    	
    	// SPEARHEAD MODELS ALLIED
    case "models/player/allied_101st_Captain.tik":
    case "models/player/allied_101st_Infantry.tik":
    case "models/player/allied_101st_Scout.tik":
    case "models/player/allied_501st_PIR_Scout.tik":
    case "models/player/allied_501st_PIR_Soldier.tik":
    case "models/player/allied_british_6th_Airborne_Captain.tik":
    case "models/player/allied_british_6th_Airborne_Paratrooper.tik":
    case "models/player/allied_russian_Crazy_Boris.tik":
    case "models/player/allied_russian_Recon_Scout.tik":
    case "models/player/allied_russian_Recon_Soldier.tik":
    
    	
    	// BREAKTHROUGH MODELS ALLIED
    case "models/player/allied_russian_seaman.tik":
    case "models/player/allied_technician.tik":
    case "models/player/allied_russian_corporal.tik":
    case "models/player/allied_british_tank_corporal.tik":
    case "models/player/allied_Wheathers.tik":
    case "models/player/allied_US_Tank.tik":
    case "models/player/allied_US_Mask.tik":
    case "models/player/allied_British_Tank.tik":
    case "models/player/allied_British_Cmd.tik":
    
    
    	waitframe
    
    	self give "models/weapons/kar98.tik"
    
    	waitframe 
    
    	self use "models/weapons/kar98.tik"
    
    	break
    
    	default:   
    
    	waitframe
    
    	self give "models/weapons/kar98.tik"
    
    	waitframe 
    
    	self use "models/weapons/kar98.tik"
    
    	break
    
    	}
    
    	break
    
    	}
    	end
    Hello mate Thanks for reply , its not bazooka or Panzerschreck :



    Its weird gun and there are other weapons still working in allies skin name 6th airborne captain

    Thanks

  7. #17

    Default

    B.S. look at script it works

    case "models/weapons/bazooka.tik":
    case "models/weapons/uk_w_piat.tik": THIS IS THE WEAPON YOU ARE TALKING ABOUT

    self take "models/weapons/uk_w_piat.tik"
    self take "models/weapons/bazooka.tik"

  8. #18
    Senior Member Ancient Order's Avatar
    Join Date
    Aug 2015
    Location
    Paris, Fr.
    Posts
    256

    Default

    Player models must be tested with their low case name if i remember well.

  9. #19

    Default

    All Weapons in 6th airborne captain allied skin still working

    Servers like 2A and RS got in all skins same weapons sniper and rifle

    Thanks

  10. #20

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