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Hi,
I´d like to write an team/class/ weapon script including 2ndary weapons for nitmod. Where do i find the proper values for the weapons? I noticed my classscript doesnt work properly as compared to etpro and NQ bec mp40 and thompson are available for medics for example. Especially i cant choose the rifle as engi bec of the 2nd smg available.
From etpro it worked like this: "team b 1 8 7;echo You will spawn as ^4Allied^7 Medic with a Thompson and Colt"
teams are: r b s
Classes: 1 2 3 ... NQ: m f e c s
Weaponsnumbers: ...?
If anybody can tell me where to look it up/or post it.... also i offer to publish the script so anybody can use it.
Regards
Last edited by wildes (26-Oct-12 12:09:01)
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N!tmod's "class" command doesn't support secondary weapons (could be added in a few minutes if somebody needs it), but "team" command does.
Here's a class selector script for N!tmod:
bind "PGUP" "vstr engi"
set engi vstr eng1
set eng1 "class e 1 ; vsay_team iamengineer ^0Engi ^7@ ^0SMG ; set engi vstr eng2"
set eng2 "class e 2 ; vsay_team iamengineer ^0Engi ^7@ ^0SMG2 ; set engi vstr eng3"
set eng3 "class e 3 ; vsay_team iamengineer ^0Engi ^7@ ^0Rifle ; set engi vstr eng1"
bind "PGDN" "vstr covi"
set covi vstr cov1
set cov1 "class c 1 ; vsay_team iamcovertops ^0Cover ^7@ ^0Sten ; set covi vstr cov2"
set cov2 "class c 2 ; vsay_team iamcovertops ^0Cover ^7@ ^0FG42 ; set covi vstr cov3"
set cov3 "class c 3 ; vsay_team iamcovertops ^0Cover ^7@ ^0Sniper ; set covi vstr cov1"
bind "DEL" "vstr soldier"
set soldier vstr soldier1
set soldier1 "class s 1 ; vsay_team iamsoldier ^0soldier ^7@ ^0SMG ; set soldier vstr soldier2"
set soldier2 "class s 2 ; vsay_team iamsoldier ^0soldier ^7@ ^0Mobile MG42 ; set soldier vstr soldier3"
set soldier3 "class s 3 ; vsay_team iamsoldier ^0soldier ^7@ ^0Flamer ; set soldier vstr soldier4"
set soldier4 "class s 4 ; vsay_team iamsoldier ^0soldier ^7@ ^0Panzer ; set soldier vstr soldier5"
set soldier5 "class s 5 ; vsay_team iamsoldier ^0soldier ^7@ ^0Mortar ; set soldier vstr soldier1"
bind "HOME" "vstr med"
set med vstr med1
set med1 "class m 1 ; vsay_team iammedic ^0Medic ^7@ ^0SMG ; set med vstr med2"
set med2 "class m 2 ; vsay_team iammedic ^0Medic ^7@ ^0SMG2 ; set med vstr med3"
set med3 "class m 3 ; vsay_team iammedic ^0Medic ^7@ ^0Sten ; set med vstr med1" //If g_weapons flag 512 is set on the server
bind "END" "vstr fo"
set fo vstr fo1
set fo1 "class f 1 ; vsay_team iamfieldops ^0Field ^7@ ^0SMG ; set fo vstr fo2"
set fo2 "class f 2 ; vsay_team iamfieldops ^0Field ^7@ ^0SMG2 ; set fo vstr fo3"
set fo3 "class f 3 ; vsay_team iamfieldops ^0Field ^7@ ^0Sten ; set fo vstr fo1" //If g_weapons flag 512 is set on the server
Weapon index:
typedef enum weapon_s
{
WP_NONE, // 0
WP_KNIFE, // 1
WP_LUGER, // 2
WP_MP40, // 3
WP_GRENADE_LAUNCHER, // 4
WP_PANZERFAUST, // 5
WP_FLAMETHROWER, // 6
WP_COLT, // 7
WP_THOMPSON, // 8
WP_GRENADE_PINEAPPLE, // 9
WP_STEN, // 10
WP_MEDIC_SYRINGE, // 11
WP_AMMO, // 12
WP_ARTY, // 13
WP_SILENCER, // 14
WP_DYNAMITE, // 15
WP_SMOKETRAIL, // 16
VERYBIGEXPLOSION, // 17
WP_MEDKIT, // 18
WP_BINOCULARS, // 19
WP_PLIERS, // 20
WP_SMOKE_MARKER, // 21
WP_KAR98, // 22
WP_CARBINE, // 23
WP_GARAND, // 24
WP_LANDMINE, // 25
WP_SATCHEL, // 26
WP_SATCHEL_DET, // 27
WP_SMOKE_BOMB, // 28
WP_MOBILE_MG42, // 29
WP_K43, // 30
WP_FG42, // 31
WP_DUMMY_MG42, // 32
WP_MORTAR, // 33
WP_AKIMBO_COLT, // 34
WP_AKIMBO_LUGER, // 35
WP_GPG40, // 36
WP_M7, // 37
WP_SILENCED_COLT, // 38
WP_GARAND_SCOPE, // 39
WP_K43_SCOPE, // 40
WP_FG42SCOPE, // 41
WP_MORTAR_SET, // 42
WP_MEDIC_ADRENALINE, // 43
WP_AKIMBO_SILENCEDCOLT, // 44
WP_AKIMBO_SILENCEDLUGER, // 45
WP_MOBILE_MG42_SET, // 46
WP_POISON_SYRINGE, // 47
WP_BOMB, // 48
WP_TRIPMINE, // 49
WP_POISON_BOMB, // 50
WP_POISON_MINE, // 51
WP_NUM_WEAPONS // 52
} weapon_t;
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First of all i gotta thank you for the quick response.
2nd this is all i wanted.
3rd I hereby ask politely for 2ndary weapon support in class command, the next time you update. That would be awesome.
Reason for this was, that i want to have single buttons binded to specific class with weapon. Avoiding akimbos(bec i dont like them) and to have soldier bazooka with smg (when availabe) with one button. As i am new to nitmod is there still this issue? Can you have the smg at weaponbank 2?
Thanks again.
PS.: I know you dont want to implement "kick" (is there any reason or is this just a running gag?), but why is there cannisterkick and cannisterowner in the documentation and if there is a reason: how to use them?
Last edited by wildes (26-Oct-12 17:48:31)
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To avoid akimbos you can set the client cvar n_forceSinglePistol to 1, and you should always spawn with colt/luger unless you change your choice in limbo.
canisterkick can be used by aiming at a "kickable" object and pressing F (or whatever is your activate key)
Players kicking will not be added because i don't want to, it requires player animations etc... and i don't feel like wasting time on this.
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