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FPSC Classic Scripts / one weapon to another?

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tigerman 22
16
Years of Service
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Joined: 27th Jan 2008
Location: winnipeg, manatoba.
Posted: 28th Jan 2008 02:09
is it possibe to pick up waht looks like one weapon but get another? if so, what is the script? (i.e. pick up what looks like an ak47, but get a mp5)
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 28th Jan 2008 18:25
Why?

No, sorry you can't....I think.

tigerman 22
16
Years of Service
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Joined: 27th Jan 2008
Location: winnipeg, manatoba.
Posted: 29th Jan 2008 03:57
oh... well I wanted to set it up so when you get a pill bottle (small health in si-fi) you get zombie hands (modelpack9)

you shure? I may be a n00b, but it sounds simple... why not edit the weapon folder or something?
Plystire
21
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 29th Jan 2008 06:48
Go into the entitybank and find the .fpe file for the entity that you want to activate a weapon:

Add this section of code into your entity's file (If a section LIKE this already exists, then alter it to your settings):



Just replace "scifi\blaster" with the weapon path of your desired weapon.

It would be ideal to take the section from the REAL weapon's .fpe file and put it into this entity's fpe file, so you know the settings will be the same.


The one and only,
~PlystirE~

Urlforce:
Dude, I'd rather be declared a dbpro noob than an fpsc legend any day!
SamHH
17
Years of Service
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Joined: 9th Dec 2006
Location: Vermont
Posted: 29th Jan 2008 17:54
Take the weapon's .fpe, Change the .X file reference to the pill file, and the texture line to the pill texture.



tigerman 22
16
Years of Service
User Offline
Joined: 27th Jan 2008
Location: winnipeg, manatoba.
Posted: 4th Feb 2008 08:20
good, now all I need to do is GET model pack 9... I'l post the game on here when weare done.

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