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Thread: 1 Nade 1 Smoke MOD MOHAABT

  1. #11

    Default

    Can help me with this?

  2. #12

  3. #13

    Default

    here change all the allied weapon tik's to

    // Additional DM Realism Loadout
    dmrealism additionalstartammo "grenade" 0
    dmrealism additionalstartammo "smokegrenade" 1

    If set g_realismmode 1 it runs if not then you get what ever dm additionalstartammo "grenade" is set to.

    Code:
    main:
        level.real = getcvar "g_realismmode"
           if(level.real == "1")
           {
    
    		      
    thread us
    thread russain
    thread uk
    
    }
    
    end
    
    
    
    us:
           
        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)
    
        {    
    
    /*
    ALLIED WEAPONS
    
    These are weapons to be swapped do not remove slashs from weapon unless that is the 
    game you are running
    
    */      
    
           
        // BREAKTHROUGH WEAPONS TO BE SWAPPED
        
        case "models/weapons/m2frag_grenade.tik":    
    
    
    /*
    These are weapons to be taken from players
    */  
    
        
        self take "models/weapons/m2frag_grenade.tik"   
    
        
        // checks allied skins
        switch(self.model)
    
        {
    
        case "models/player/allied_manon.tik":
        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_airborne.tik":   
        case "models/player/allied_oss.tik":
        case "models/player/american_army.tik":
        case "models/player/american_ranger.tik":
           
        // swaps allied weapons
        wait 3
    
        // Give new weapon
        self give "models/weapons/m2frag_grenade.tik"
        waitframe
        local.player ammo grenade 1
    
        waitframe
    
        break
    
        }
    
        end 
        
    rus:
           
        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)
    
        {    
    
    /*
    Russain WEAPONS
    
    These are weapons to be swapped do not remove slashs from weapon unless that is the 
    game you are running
    
    */      
    
           
        // BREAKTHROUGH WEAPONS TO BE SWAPPED
        
        case "models/weapons/Russian_F1_grenade.tik":    
    
    
    /*
    These are weapons to be taken from players
    */  
    
        
        self take "models/weapons/Russian_F1_grenade.tik"   
    
        
        // checks allied skins
        switch(self.model)
    
        {
    
        case "models/player/allied_russian_corporal.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":
        case "models/player/allied_russian_seaman.tik":
           
        // swaps allied weapons
        wait 3
    
        // Give new weapon
        self give "models/weapons/Russian_F1_grenade.tik"
        waitframe
        local.player ammo grenade 1
    
        waitframe
    
        break
    
        }
    
        end     
        
    uk:
           
        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)
    
        {    
    
    /*
    ALLIED WEAPONS
    
    These are weapons to be swapped do not remove slashs from weapon unless that is the 
    game you are running
    
    */      
    
           
        // BREAKTHROUGH WEAPONS TO BE SWAPPED
        
        case "models/weapons/mills_grenade.tik":    
    
    
    /*
    These are weapons to be taken from players
    */  
    
        
        self take "models/weapons/mills_grenade.tik"   
    
        
        // checks allied skins
        switch(self.model)
    
        {
    
        case "models/player/allied_british_6th_airborne_captain.tik":
        case "models/player/allied_british_6th_airborne_paratrooper.tik":
        case "models/player/allied_british_tank_corporal.tik":
    
        // swaps allied weapons
        wait 3
    
        // Give new weapon
        self give "models/weapons/mills_grenade.tik"
        waitframe
        local.player ammo grenade 1
    
        waitframe
    
        break
    
        }
    
        end
    Spearhead and breakthrough use the player models to give out weapons so if you swap m1 to a enfield then you get the ammo for both weapons, here are posts on it here some place you can check out for more information.

    here is your pk3 adjusted to work runs from mike_torso.st
    Attached Files Attached Files
    Last edited by easymeat; October 18th, 2019 at 06:12 AM.

  4. #14

    Default

    Quote Originally Posted by easymeat View Post
    here change all the allied weapon tik's to

    // Additional DM Realism Loadout
    dmrealism additionalstartammo "grenade" 0
    dmrealism additionalstartammo "smokegrenade" 1

    If set g_realismmode 1 it runs if not then you get what ever dm additionalstartammo "grenade" is set to.

    Code:
    main:
        level.real = getcvar "g_realismmode"
           if(level.real == "1")
           {
    
    		      
    thread us
    thread russain
    thread uk
    
    }
    
    end
    
    
    
    us:
           
        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)
    
        {    
    
    /*
    ALLIED WEAPONS
    
    These are weapons to be swapped do not remove slashs from weapon unless that is the 
    game you are running
    
    */      
    
           
        // BREAKTHROUGH WEAPONS TO BE SWAPPED
        
        case "models/weapons/m2frag_grenade.tik":    
    
    
    /*
    These are weapons to be taken from players
    */  
    
        
        self take "models/weapons/m2frag_grenade.tik"   
    
        
        // checks allied skins
        switch(self.model)
    
        {
    
        case "models/player/allied_manon.tik":
        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_airborne.tik":   
        case "models/player/allied_oss.tik":
        case "models/player/american_army.tik":
        case "models/player/american_ranger.tik":
           
        // swaps allied weapons
        wait 3
    
        // Give new weapon
        self give "models/weapons/m2frag_grenade.tik"
        waitframe
        local.player ammo grenade 1
    
        waitframe
    
        break
    
        }
    
        end 
        
    rus:
           
        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)
    
        {    
    
    /*
    Russain WEAPONS
    
    These are weapons to be swapped do not remove slashs from weapon unless that is the 
    game you are running
    
    */      
    
           
        // BREAKTHROUGH WEAPONS TO BE SWAPPED
        
        case "models/weapons/Russian_F1_grenade.tik":    
    
    
    /*
    These are weapons to be taken from players
    */  
    
        
        self take "models/weapons/Russian_F1_grenade.tik"   
    
        
        // checks allied skins
        switch(self.model)
    
        {
    
        case "models/player/allied_russian_corporal.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":
        case "models/player/allied_russian_seaman.tik":
           
        // swaps allied weapons
        wait 3
    
        // Give new weapon
        self give "models/weapons/Russian_F1_grenade.tik"
        waitframe
        local.player ammo grenade 1
    
        waitframe
    
        break
    
        }
    
        end     
        
    uk:
           
        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)
    
        {    
    
    /*
    ALLIED WEAPONS
    
    These are weapons to be swapped do not remove slashs from weapon unless that is the 
    game you are running
    
    */      
    
           
        // BREAKTHROUGH WEAPONS TO BE SWAPPED
        
        case "models/weapons/mills_grenade.tik":    
    
    
    /*
    These are weapons to be taken from players
    */  
    
        
        self take "models/weapons/mills_grenade.tik"   
    
        
        // checks allied skins
        switch(self.model)
    
        {
    
        case "models/player/allied_british_6th_airborne_captain.tik":
        case "models/player/allied_british_6th_airborne_paratrooper.tik":
        case "models/player/allied_british_tank_corporal.tik":
    
        // swaps allied weapons
        wait 3
    
        // Give new weapon
        self give "models/weapons/mills_grenade.tik"
        waitframe
        local.player ammo grenade 1
    
        waitframe
    
        break
    
        }
    
        end
    Spearhead and breakthrough use the player models to give out weapons so if you swap m1 to a enfield then you get the ammo for both weapons, here are posts on it here some place you can check out for more information.

    here is your pk3 adjusted to work runs from mike_torso.st
    then you can not ?, I have everything well configured, as much as to play with realism or without realism are the grenades in 1. What have to do?

  5. #15

    Default

    It worked, but what did you modify?

  6. #16

    Default

    then you can not ?
    can not what?
    What have to do?
    use the script?

    I changed the dmrealism additionalstartammo "grenade" 0 then the script first takes away the grenades for all the player models ( skins ) then gives it back " local.player ammo grenade 1 " ( 1 is amount to give back ). script does that for every player skin. To add more grenades to realism change the local.player ammo grenade 1 to how many you want player to get.
    in the all 3 games AA, SH & BT.

    Spearhead and breakthrough use the player models to give out weapons

  7. #17

    Default

    Quote Originally Posted by easymeat View Post
    can not what?
    use the script?

    I changed the dmrealism additionalstartammo "grenade" 0 then the script first takes away the grenades for all the player models ( skins ) then gives it back " local.player ammo grenade 1 " ( 1 is amount to give back ). script does that for every player skin. To add more grenades to realism change the local.player ammo grenade 1 to how many you want player to get.
    in the all 3 games AA, SH & BT.
    Un can create for me the same pk3 but with 1 grenade fragmentation and 0 smoke grenades? please! FOR REALISM ACTIVATED

  8. #18

    Default

    Quote Originally Posted by verruguitens View Post
    Un can create for me the same pk3 but with 1 grenade fragmentation and 0 smoke grenades? please! FOR REALISM ACTIVATED
    just open the weapons tik file and change this

    // Additional DM Realism Loadout
    dmrealism additionalstartammo "smokegrenade" 1

    to this

    dmrealism additionalstartammo "smokegrenade" 0

    need to learn how to do this stuff, it's not that hard to do.

  9. #19

    Default

    Quote Originally Posted by easymeat View Post
    just open the weapons tik file and change this

    // Additional DM Realism Loadout
    dmrealism additionalstartammo "smokegrenade" 1

    to this

    dmrealism additionalstartammo "smokegrenade" 0

    need to learn how to do this stuff, it's not that hard to do.
    I did that but when I do it in some soldiers the fragmentation ones are set to 2, so I tell you that if you could do it because there is no way to correct it

  10. #20

    Default

    Quote Originally Posted by easymeat View Post
    just open the weapons tik file and change this

    // Additional DM Realism Loadout
    dmrealism additionalstartammo "smokegrenade" 1

    to this

    dmrealism additionalstartammo "smokegrenade" 0

    need to learn how to do this stuff, it's not that hard to do.
    Men, the US and IT soldiers not have FRAGMENTATION GRENADE, only smoke , in all weapons only 1 smoke no grenade . DONT WORK!

    Can u create 1 for REALISM ACTIVATED with ONLY 1 nade, no smoke?

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