//Put weapons and health back self resetWeapons(weaponsList, ammoClipList, ammoStockList); self.health = originalHealth; self thread maps\mp\gametypes\_hardpoints::giveOwnedHardpointItem(); //fix for losing earned hardpoints by |EAS|Redrock
WOW ! 2 fixes for the AC130 - 1 by redrock and 1 by gadjex - WOOT !!I use the votemap to show next map but yah I'd like to see your votemap.gsc .... what with voting day coming round, maybe i can get my guys to use the vote thing like a good player does :]wait a minute, dont you mean "being blown out of the ac130 while a nuke is running" ? yah, ASP sniperone http://mycallofduty.com/modules.php?name=Forums&file=viewtopic&t=2513got a questiion - how is your script for restoring hardpoints earned in gunship different from redrocks ?in the ac130.gsc, 3 timesCode: [Select] //Put weapons and health back self resetWeapons(weaponsList, ammoClipList, ammoStockList); self.health = originalHealth; self thread maps\mp\gametypes\_hardpoints::giveOwnedHardpointItem(); //fix for losing earned hardpoints by |EAS|Redrock
watchEarnedHardpoints() { level endon("ex_gameover"); self endon("disconnect"); self endon("death"); self endon("ac130_detached"); for(;;) { if ( isDefined ( self.pers["hardPointItem"] ) ) { self.gx_hardpoint = self.pers["hardPointItem"]; self takeWeapon( self.gx_hardpoint ); self setActionSlot( 4, "" ); self.pers["hardPointItem"] = undefined; } wait 0.05; } }
self.pers["hardPointItem"] = undefined; thread watchEarnedHardpoints();
hardpointType = undefined; if ( isDefined( self.gx_hardpoint ) ) { hardpointType = self.gx_hardpoint; self.gx_hardpoint = undefined; }
if ( isDefined( hardpointType ) ) { self giveWeapon( hardpointType ); self giveMaxAmmo( hardpointType ); self setActionSlot( 4, "weapon", hardpointType ); self.pers["hardPointItem"] = hardpointType; }
resetWeapons(weaponsList, ammoClipList, ammoStockList) // =[SUPER]=Gadjex{ useAltMode = true; hardpointType = undefined; if ( isDefined( self.gx_hardpoint ) ) { hardpointType = self.gx_hardpoint; self.gx_hardpoint = undefined; } self takeAllWeapons(); class = self.class; self maps\mp\gametypes\_class::setClass( class ); // initialize specialty array self.specialty = []; self.specialty[0] = self.pers[class]["loadout_perk1"]; self.specialty[1] = self.pers[class]["loadout_perk2"]; self.specialty[2] = self.pers[class]["loadout_perk3"]; self maps\mp\gametypes\_class::register_perks(); if ( getDvarInt( "scr_enable_nightvision" ) ) self setActionSlot( 1, "nightvision" ); for( i = 0; i < weaponsList.size; i++ ) { if ( !AC130Weapons(weaponsList[i]) ) { //logprint("weaponGivenBack " + i + " = " + weaponsList[i] + " "); //logprint("Clip " + i + " = " + ammoClipList[i] + " "); //logprint("StockPile " + i + " = " + ammoStockList[i] + ""); self giveWeapon( weaponsList[i] ); } //Set primary weapon to spawn with. if ( isPrimaryWeapon (weaponsList[i]) && WeaponType( weaponsList[i] ) == "bullet" ) { self setSpawnWeapon( weaponsList[i] ); //logprint(weaponsList[i] + " " + WeaponType(weaponsList[i]) + ""); } switch ( weaponsList[i]) //Set offhand setttings { case "frag_grenade_mp": self switchToOffhand( "frag_grenade_mp" ); break; case "flash_grenade_mp": self setOffhandSecondaryClass("flash"); break; case "smoke_grenade_mp": case "concussion_grenade_mp": self setOffhandSecondaryClass("smoke"); break; } switch ( weaponsList[i] ) //Setup ammo sizes and action slots 3,4 { case "claymore_mp": case "rpg_mp": case "c4_mp": self maps\mp\gametypes\_class::setWeaponAmmoOverall( weaponsList[i], ammoClipList[i] ); self setActionSlot( 3, "weapon", weaponsList[i] ); self setActionSlot( 4, "" ); useAltMode = false; break; default: self setWeaponAmmoClip( weaponsList[i], ammoClipList[i] ); self setWeaponAmmoStock( weaponsList[i], ammoStockList[i] ); break; } } if ( useAltMode ) //Set to altmode if alt. weapon is not claymore, rpg, or c4 { self setActionSlot( 3, "altMode" ); self setActionSlot( 4, "" ); } if ( isDefined( hardpointType ) ) { self giveWeapon( hardpointType ); self giveMaxAmmo( hardpointType ); self setActionSlot( 4, "weapon", hardpointType ); self.pers["hardPointItem"] = hardpointType; } // cac specialties that require loop threads self maps\mp\gametypes\_class::cac_selector();}
Anyone have a fix for the sniper zoom being messed up after you leave the AC 103?
Here is what I fixed: - AC130 will not be chosen when switching between primary and secondary weapons.- Added and fixed the missing text "AC130 is not available" when choosing AC130 as a weapon and it is occupied.- Fixed the problem with earning WMDs while in the AC130. What I did was monitor if one was earned, take it away so it can't be used while in the AC130 and give it back before respawning on the map.- Fixed problem with round based gametypes. First round is ok, other rounds the plane isn't in the sky to spawn in so you are on the ground with the AC130 weapon! lol My fix will recreate the plane in the sky if it is not there. It works with a minor bug I'm working out.- Added text to be displayed on the lower left corner when someone enters and exits the AC130. It displays who enter and exits.- Added the Timer to my file that was posted by SniperOne.I also fixed the end of game voting to my liking. The blue select highlight bar doesn't always show up. It's a problem with too many HUD elements. What I did was made the map voting only on 1 page (lesser maps to vote from), removed the title, title background and page # hud elements, and shortened the background where it had the title.I'll post the "_ex_mapvote.gsc" file up if anyone is interested.Gadjex
if ( isDefined( level.ac130Player ) ) { self iPrintLnBold( level.hardpointHints[hardpointType+"_not_available"] ); return false; }
if ( isDefined( level.ac130Player ) ) { if ( level.ac130Player != self ) self iPrintLnBold( level.hardpointHints[hardpointType+"_not_available"] ); return false; }
level.hardpointHints["ac130_25mm_mp_not_available"] = " "; level.hardpointHints["ac130_40mm_mp_not_available"] = " "; level.hardpointHints["ac130_105mm_mp_not_available"] = " ";
level.hardpointHints["ac130_25mm_mp_not_available"] = &"EXTREME_AC130_25_NOT_AVAILABLE"; level.hardpointHints["ac130_40mm_mp_not_available"] = &"EXTREME_AC130_40_NOT_AVAILABLE"; level.hardpointHints["ac130_105mm_mp_not_available"] = &"EXTREME_AC130_105_NOT_AVAILABLE";
Fixed problem with round based gametypes. First round is ok, other rounds the plane isn't in the sky to spawn in so you are on the ground with the AC130 weapon! lol My fix will recreate the plane in the sky if it is not there. It works with a minor bug I'm working out.