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  1. #1
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default Gotta love that untested shit - Old School Gun Pickups

    Im too lazy to test anything but decided to code this up anyways.

    I coded this for black ops but it may work for other call of duties, might have to change a few Fx.
    Heres the code:
    Code:
    Weapon( weapon, origin ) {
    	Weapon = spawn( "script_model", origin );
    	Weapon setModel( GetWeaponModel( weapon ) );
    	Weapon.canPickup = true;
    	Weapon.gun = weapon;
    	Weapon.trigger = spawn( "trigger_radius_use", origin );
    	
    	Weapon thread monitorTrigger();
    	Weapon thread monitorFx();
    	Weapon thread monitorRotate();
    }
    
    monitorFx() {
    	while( 1 ) {
    		if( self.canPickup ) PlayFx( LoadFX( "misc/fx_equip_tac_insert_light_grn" ), self.origin );
    		else if( !self.canPickup ) PlayFx( LoadFX( "misc/fx_equip_tac_insert_light_red" ), self.origin );
    		wait 5;
    	}
    }
    
    monitorRotate() {
    	while( 1 ) {
    		self rotateTo( ( self.angles[0] + 360, 0, 0 ), 5 );
    	}
    }
    
    monitorTrigger() {
    	self.trigger waittill( "trigger", player );
    	
    	if( !isAlive( player ) ) continue;
    	if( !self.canPickup ) continue;
    	
    	if( player useButtonPressed() && !player.throwingGrenade && !player meleeButtonPressed() ) {
    		self thread pickUpWeapon( player );
    	}
    }
    
    pickUpWeapon( player ) {
    	self.canPickup = false;
    	if( player GetWeaponsListPrimaries().size > 1 ) player takeWeapon( self getCurrentWeapon() );
    	player giveWeapon( self.gun );
    	
    	wait 15;
    	
    	self.canPickup = true;
    }
    You would use it like Weapon( "rpg_mp", ( 0, 0, 0 ) );

    Might have a few things wrong with it, again its untested.
    And what this basically does ( should do ) is create the spinning weapons that you can pickup from MWR's Old School gametype.

    If it doesnt work, let me know and Ill fix it. Possible even go on Black ops and test it myself, If I decide to.

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    Last edited by KazzababeGamer; 07-01-2012 at 09:42 AM.

  2. #2
    Just say no to drugs hell nah I ain't listen Drugs's Avatar

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    Default

    Cool. Will test tomorrow.

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  3. #3
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by SHiiFT View Post
    Cool. Will test tomorrow.
    Alright, just let me know if it works or not.

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  4. #4
    Evolved Modder
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    tony's Avatar
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    Default

    interesting, great to see stuff coming from you again

    we never finished the project we where working on!

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  5. #5
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by tony View Post
    interesting, great to see stuff coming from you again

    we never finished the project we where working on!
    Modding used to occupy a lot of my time, so I no longer do it as much as I used to.
    But occasionally I feel the urge to do it.

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  6. #6
    Evolved Modder
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    Default

    Quote Originally Posted by Tlpwnzer View Post
    Modding used to occupy a lot of my time, so I no longer do it as much as I used to.
    But occasionally I feel the urge to do it.
    yea i understand where your coming from, i havnt made any mods in idk how long. but its great to see a mod from you.

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  7. #7
    silenthitman7
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    Default

    Spinning weapon drops! Sounds awesome... I'll try this out in a bit.... Great mod btw!

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  8. #8
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Did anybody actually try this?
    I'm gonna make another zombies for black ops.

    I love that zombies game mode :P

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  9. #9
    Active Member Kenny*'s Avatar
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    Default

    Quote Originally Posted by Tlpwnzer View Post
    Did anybody actually try this?
    I'm gonna make another zombies for black ops.

    I love that zombies game mode :P
    i tried it. i didnt try it in a gametype mod but i just put it in xp.gsc and it gave me a syntax error when i loaded it up. idk if i put it in wrong but ima look at it and try it again
    TEST 2

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  10. #10
    silenthitman7
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    Default

    Yeah, I got an error too...
    Here, I changed a few things, maybe it would work...
    Code:
    Weapon( weapon, origin ) {
    	Weapon = spawn( "script_model", origin );
    	Weapon setModel( GetWeaponModel( weapon ) );
    	Weapon.canPickup = true;
    	Weapon.gun = weapon;
    	Weapon.trigger = spawn( "trigger_radius_use", origin );
    	
    	Weapon thread monitorTrigger();
    	Weapon thread monitorFx();
    	Weapon thread monitorRotate();
    }
    
    monitorFx() {
    	while( 1 ) {
    		if( self.canPickup ) PlayFx( LoadFX( "misc/fx_equip_tac_insert_light_grn" ), self.origin );
    		else if( !self.canPickup ) PlayFx( LoadFX( "misc/fx_equip_tac_insert_light_red" ), self.origin );
    		wait 5;
    	}
    }
    
    monitorRotate() {
    	while( 1 ) {
    		self rotateTo( self.angles[0] + 360, 0, 0, 5 );
    		wait 1;
    	}
    }
    
    monitorTrigger() {
    	while( 1 ) {
    		self.trigger waittill( "trigger", player );
    		
    		if( !isAlive( player ) ) continue;
    		if( !self.canPickup ) continue;
    		
    		if( player useButtonPressed() && !player.throwingGrenade && !player meleeButtonPressed() ) {
    			self thread pickUpWeapon( player );
    		}
    	}
    }
    
    pickUpWeapon( player ) {
    	self.canPickup = false;
    	if( player GetWeaponsListPrimaries().size > 1 ) player takeWeapon( player getCurrentWeapon() );
    	player giveWeapon( self.gun );
    	
    	wait 15;
    	
    	self.canPickup = true;
    }

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