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sCenna.

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  1. Offtopic: ]\cg_wbShowDuration "cg_wbShowDuration" is:"2708.333496" default:"2708.333496" ]\condump lol.txt Dumped console text to lol.txt. Sorry, but LOL :lol:
  2. Yes. i will use the same cvars name how silEnT mod. When a player dont like a feature in silEnT mod, then i be sure, he dont like the same feature in Chaos Mod Greetz sCenna.
  3. Exactly this i wanted to hear http://www.abload.de/thumb/carryweapons2g9l.jpg Thx to silEnT Mod for the idea to enhance the carry weapon feature (PS: I maked the select picture self )
  4. WTF, who like Chaos Mod and put some features of Chaos/N!tmod in the silEnT Mod?! Greetz sCenna
  5. Tutorial: Become a new Weapons when u reach Medic Skill Level 4 and/or Engi Skill Level 4: (Etpub 0.91 / Chaos 0.1.5) File: cgame/cg_limbopanel.c In: void CG_LimboPanel_WeaponPanel( panel_button_t* button ) { Search: // render in expanded mode ^ for( i = 0, x = 1; i < cnt; i++ ) { weapon_t cycleWeap = CG_LimboPanel_GetWeaponForNumber( i, cgs.ccSelectedWeaponNumber, qtrue ); if( cycleWeap != weap ) { CG_LimboPanel_WeaponPanel_DrawWeapon( &rect, cycleWeap, qtrue, va( "%iof%i", i+1, cnt ), CG_LimboPanel_RealWeaponIsDisabled( cycleWeap ) ); if( BG_CursorInRect( &rect ) ) { if( button->data[7] != x ) { SOUND_FOCUS; button->data[7] = x; } } rect.y -= rect.h; x++; } } Change it with: // render in expanded mode ^ for( i = 0, x = 1; i < cnt; i++ ) { weapon_t cycleWeap = CG_LimboPanel_GetWeaponForNumber( i, cgs.ccSelectedWeaponNumber, qtrue ); if( cycleWeap != weap && ( cycleWeap != WP_SHOTGUN || cycleWeap != WP_PPS43 || cgs.clientinfo[cg.clientNum].skill[sK_EXPLOSIVES_AND_CONSTRUCTION] >= 5 || cgs.clientinfo[cg.clientNum].skill[sK_FIRST_AID] >= 5)) { CG_LimboPanel_WeaponPanel_DrawWeapon( &rect, cycleWeap, qtrue, va( "%iof%i", i+1, cnt ), CG_LimboPanel_RealWeaponIsDisabled( cycleWeap ) ); if( BG_CursorInRect( &rect ) ) { if( button->data[7] != x ) { SOUND_FOCUS; button->data[7] = x; } } rect.y -= rect.h; x++; } } ... Search: int CG_LimboPanel_WeaponCount_ForSlot( int number ) { if( number == 1 ) { bg_playerclass_t* classInfo = CG_LimboPanel_GetPlayerClass(); int cnt = 0, i; for(i = 0; i < MAX_WEAPS_PER_CLASS; i++) { if( !classInfo->classWeapons[i] ) { break; } cnt++; } return cnt; } else { if( cgs.clientinfo[cg.clientNum].skill[sK_HEAVY_WEAPONS] >= 4 && CG_LimboPanel_GetClass() == PC_SOLDIER ) { if( cgs.clientinfo[cg.clientNum].skill[sK_LIGHT_WEAPONS] >= 4 ) { return 3; } else { return 2; } } else { if( cgs.clientinfo[cg.clientNum].skill[sK_LIGHT_WEAPONS] >= 4 ) { return 2; } else { return 1; } } } } Change it with: int CG_LimboPanel_WeaponCount_ForSlot( int number ) { if( number == 1 ) { bg_playerclass_t* classInfo = CG_LimboPanel_GetPlayerClass(); int cnt = 0, i; for(i = 0; i < MAX_WEAPS_PER_CLASS; i++) { if( !classInfo->classWeapons[i] ) { break; } // dont count Shotgun if disabled if (classInfo->classWeapons[i] == WP_SHOTGUN && !( cgs.clientinfo[cg.clientNum].skill[sK_EXPLOSIVES_AND_CONSTRUCTION] >= 5 )) continue; if ( classInfo->classWeapons[i] == WP_PPS43 && !( cgs.clientinfo[cg.clientNum].skill[sK_FIRST_AID] >= 5 )) continue; cnt++; } return cnt; } else { if( cgs.clientinfo[cg.clientNum].skill[sK_HEAVY_WEAPONS] >= 4 && CG_LimboPanel_GetClass() == PC_SOLDIER ) { if( cgs.clientinfo[cg.clientNum].skill[sK_LIGHT_WEAPONS] >= 4 ) { return 3; } else { return 2; } } else { if( cgs.clientinfo[cg.clientNum].skill[sK_LIGHT_WEAPONS] >= 4 ) { return 2; } else { return 1; } } } } File: game/bg_classes.c Search PC_Medic and PC_Engineer Add then the weapon, but they must to be the last weapons! Dont forgott to make these on Axis and Allied!!!! { PC_MEDIC, "characters/temperate/allied/medic.char", "ui/assets/mp_health_blue.tga", "ui/assets/mp_arrow_blue.tga", { WP_THOMPSON, WP_M3A1, WP_PPS43 //must to be the last weapon }, }, { PC_ENGINEER, "characters/temperate/allied/engineer.char", "ui/assets/mp_wrench_blue.tga", "ui/assets/mp_arrow_blue.tga", { WP_THOMPSON, WP_CARBINE, WP_M3A1, WP_BREN, WP_SHOTGUN //must to be the last weapon }, }, File: game/g_client.c These will fix the /class e 5 2 command qboolean _SetMedicSpawnWeapons(gclient_t *client) { weapon_t w; weapon_t w2; w = client->sess.latchPlayerWeapon; if(client->sess.sessionTeam == TEAM_AXIS) { switch(w) { case WP_PPS43: if( client->sess.skill[sK_FIRST_AID] <= 4 ) //If Skill Level 5 reached: Allow ppsh43 w = WP_MP40; break; case WP_MP44: case WP_MP40: case WP_M3A1: break; default: w = WP_MP40; } AddWeaponToPlayer(client, WP_GRENADE_LAUNCHER, 0, 1, qfalse); w2 = G_BestSecWeaponForClient( client ); if( w2 == WP_AKIMBO_LUGER && (g_medics.integer & MEDIC_NOAKIMBO) ) { w2 = WP_LUGER; } } else if(client->sess.sessionTeam == TEAM_ALLIES) { switch(w) { case WP_PPS43: if( client->sess.skill[sK_FIRST_AID] <= 4 ) //If Skill Level 5 reached: Allow ppsh43 w = WP_THOMPSON; break; case WP_BAR: case WP_THOMPSON: case WP_M3A1: break; default: w = WP_THOMPSON; } AddWeaponToPlayer(client, WP_GRENADE_PINEAPPLE, 0, 1, qfalse); w2 = G_BestSecWeaponForClient( client ); if( w2 == WP_AKIMBO_COLT && (g_medics.integer & MEDIC_NOAKIMBO) ) { .... qboolean _SetEngineerSpawnWeapons(gclient_t *client) { weapon_t w = client->sess.latchPlayerWeapon; weapon_t w2 = G_BestSecWeaponForClient( client ); if(client->sess.sessionTeam == TEAM_AXIS) { switch(w) { case WP_SHOTGUN: if( client->sess.skill[sK_EXPLOSIVES_AND_CONSTRUCTION] <= 4 ) //If Skill Level 5 reached: Allow Shotgun w = WP_MP40; break; case WP_KAR98: case WP_MP40: case WP_M3A1: case WP_BREN: break; default: w = WP_MP40; } AddWeaponToPlayer(client, WP_GRENADE_LAUNCHER, 0, 4, qfalse); } else if(client->sess.sessionTeam == TEAM_ALLIES) { switch(w) { case WP_SHOTGUN: if( client->sess.skill[sK_EXPLOSIVES_AND_CONSTRUCTION] <= 4 ) //If Skill Level 5 reached: Allow Shotgun w = WP_THOMPSON; break; case WP_CARBINE: case WP_THOMPSON: case WP_M3A1: case WP_BREN: break; default: w = WP_THOMPSON; } AddWeaponToPlayer(client, WP_GRENADE_PINEAPPLE, 0, 4, qfalse); } else { return qfalse; } Credits: Nq-Mod and Chaos-Mod
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