[Question]: How do i replace the pistol and the fists?
Posted: Thu Jan 12, 2006 14:00
is there a way to replace the pistol and the fists with decorate weapons?
drdteam.org forum
https://forum.drdteam.org/
Code: Select all
[scripts]
script 1
{
if (!checkinventory(0, "QuestItem1",1))
{
takeinventory(0, "Pistol");
takeinventory(0, "Fist");
giveinventory(0, "MartialArts");
giveinventory(0, "Glock");
setweapon(0, "Glock");
giveinventory(0, "QuestItem1");
}
}
startscript(1);
Code: Select all
//********W3@p0n$**********
ACTOR Fists2 : Weapon
{
Weapon.Ammouse 0
Weapon.SelectionOrder 180
+MELEEWEAPON
+NOALERT
AttackSound "weapons/fist"
States
{
Spawn:
WHAT A -1
LOOP
Ready:
PUNG A 1 A_WeaponReady
LOOP
Deselect:
PUNG A 1 A_Lower
LOOP
Select:
PUNG A 0 A_JumpIfInventory("PowerStrength",1,0)
PUNG A 1 A_Raise
LOOP
Fire:
PUNG BC 1
PUNG DEF 1
PUNG G 1 A_CustomPunch(3, 0, 1)
PUNG H 1
PUNG I 0 A_PlaySound("weapons/punchswing")
PUNG I 1
PUNG JKL 2
PUNG MN 1
PUNG O 1 A_CustomPunch(3, 0, 1)
PUNG P 1
PUNG Q 0 A_PlaySound("weapons/punchswing")
PUNG Q 1
PUNG RS 2
PUNG T 2
PUNG A 2 A_ReFire
Goto Ready
Hold:
PUNG DEF 1
PUNG GH 1 A_CustomPunch(3, 0, 1)
PUNG I 0 A_PlaySound("weapons/punchswing")
PUNG I 1
PUNG JKL 2
PUNG MN 1
PUNG O 1 A_CustomPunch(3, 0, 1)
PUNG P 1
PUNG Q 0 A_PlaySound("weapons/punchswing")
PUNG Q 1
PUNG RS 2
PUNG T 2
PUNG A 2 A_ReFire
Goto Ready
Altfire:
KICK A 3
KICK B 3
KICK C 3 A_CustomPunch(6, 0, 1)
KICK B 5
KICK A 5 A_ReFire
Goto Ready
}
}
Code: Select all
//********W3@p0n$**********
ACTOR Fists2 : Weapon
{
Weapon.Ammouse 0
Weapon.SelectionOrder 180
+MELEEWEAPON
+NOALERT
AttackSound "weapons/fist"
States
{
Spawn:
WHAT A -1
LOOP
Ready:
PUNG A 1 A_WeaponReady
LOOP
Deselect:
PUNG A 1 A_Lower
LOOP
Select:
PUNG A 1 A_Raise
LOOP
Fire:
PUNG BC 1
Hold:
PUNG A 0 A_JumpIfInventory("PowerStrength",1,21)
PUNG DEF 1
PUNG G 1 A_CustomPunch(3, 0, 1)
PUNG H 1
PUNG I 0 A_PlaySound("weapons/punchswing")
PUNG I 1
PUNG JKL 2
PUNG MN 1
PUNG O 1 A_CustomPunch(3, 0, 1)
PUNG P 1
PUNG Q 0 A_PlaySound("weapons/punchswing")
PUNG Q 1
PUNG RS 2
PUNG T 2
PUNG A 2 A_ReFire
Goto Ready
PUNG BC 1
PUNG DEF 1
PUNG G 1 A_CustomPunch(30, 0, 1)
PUNG H 1
PUNG I 0 A_PlaySound("weapons/punchswing")
PUNG I 1
PUNG JKL 2
PUNG MN 1
PUNG O 1 A_CustomPunch(30, 0, 1)
PUNG P 1
PUNG Q 0 A_PlaySound("weapons/punchswing")
PUNG Q 1
PUNG RS 2
PUNG T 2
PUNG A 2 A_ReFire
Goto Ready
Altfire:
KICK A 0 A_JumpIfInventory("PowerStrength",1,6)
KICK A 3
KICK B 3
KICK C 3 A_CustomPunch(6, 0, 1)
KICK B 5
KICK A 5 A_ReFire
Goto Ready
KICK A 3
KICK B 3
KICK C 3 A_CustomPunch(60, 0, 1)
KICK B 5
KICK A 5 A_ReFire
Goto Ready
}
}