FX/GFX help

Have a question about modding, modelling or skinning? Have a tutorial to post? Post here!

Moderator: Core Staff

Post Reply
mox123456
CJ Wannabe
CJ Wannabe
Posts: 23
Joined: October 21st, 2007, 7:58 am
Gamertag: mox123456
Location: Saint Louis, MO
Contact:

FX/GFX help

Post by mox123456 » November 1st, 2009, 5:24 pm

Hey guys i been working on this mod for sometime I'm trying find away to get some FX to work but i can't can someone help me. I'm going post code under this and also going put picture what happens

the Script works but the Texture in game wont load please help!!

This error i get. like its not loading the Texture i don't see why


Image


these codes were made by boux but he i don't talk anymore so he wont help me so i need help please!!!

also the code works but the FX's dont load here all codes to run it please help!!

Code: Select all

Particle
{
	count				1 2

	life				1000
	
	cullrange			1100

	rotation			90 -110

	rotationDelta			20 -20

	velocity			0 0 5 0 0 1

	gravity				13

	rgb
	{
		start			0.1 0.3 0.9
		end				0.3 0.3 0.75
		flags			linear
	}

	alpha
	{
		start			1
		end				0.5
		parm			0.15 0.25
		flags			linear
	}

	size
	{
		start			30 45
		end				2 3
		flags			linear
	}

	shaders
	[
		fire/fire_ball_a
		fire/fire_ball_b
		fire/fire_ball_c
	]
}


Code: Select all

gfx/effects/powerup
{
	entityMergable
    {
        map gfx/effects/powerup.tga
        blendfunc blend
        rgbGen vertex
    }
}

Code: Select all

powerMain()
{
	level._effect["powerup"] = loadFx( "fx/effects/powerup.efx" );
	level._effect["takepower"] = loadFx( "fx/effects/takepower.efx" );
	level._effect["ghost"] = loadFx( "fx/effects/ghost.efx" );
	level._effect["poweruppassive"] = loadFx( "fx/effects/poweruppassive.efx" );
	level._effect["takepowerpassive"] = loadFx( "fx/effects/takepowerpassive.efx" );
	level._effect["freeze"] = loadFx( "fx/effects/freeze.efx" );
	level._effect["blind"] = loadFx( "fx/effects/blind.efx" );
	level._effect["boom"] = loadFx( "fx/effects/hehe.efx" );
	level._effect["teleport_in"] = loadFx( "fx/effects/teleport_in.efx" );
	level._effect["teleport_out"] = loadFx( "fx/effects/teleport_out.efx" );
	level._effect["invis"] = loadFx( "fx/effects/invis.efx" );
}

Callback_StartGameType()
{
	thread spawnPowerUp();
	precachemodel("xmodel/mp_crate_misc_red1");
	precacheModel("xmodel/mp_crate_misc1_stalingrad");
	precachemodel("xmodel/barrel_tan_snowy");
	precachemodel("xmodel/barrel_black1_stalingrad");
	precachemodel("xmodel/barrel_benzin");
	precachemodel("xmodel/zomgah");
	precacheString(&"^2Special^0-^2Power");
	precacheString(&"^1None");
	precacheString(&"^1Random^0-^1Teleport");
	precacheString(&"^1Freeze^0-^1Enemies^0-^1In^0-^1Radius");
	precacheString(&"^1Blind^0-^1Enemies^0-^1In^0-^1Radius");
	precacheString(&"^1Ghost");
	precacheString(&"^1Temporary^0-^1Invisibility");
	precacheString(&"^1Drop^0-^1Enemy^0-^1Weapons");
	precacheString(&"^1Explosive^0-^1Ammo");
	precacheString(&"^1Unlimited^0-^1Ammo");
	precacheString(&"^1Radar");
	precacheString(&"^2Health");
	precacheString(&"^2|");
	precacheString(&"^4Passive^0-^4PowerUp");
	precacheString(&"^1X2^0-^1Damage");
	precacheString(&"^1Armor^0-^1Low^0-^1Quality");
	precacheString(&"^1Armor^0-^1High^0-^1Quality");
	precacheString(&"^1One^0-^1Shot^0-^1Kill");
	precacheString(&"^1Temporary^0-^1Invulnerability");
	precacheString(&"^1Great^0-^1Insight");
	precacheShader("gfx/hud/objective.tga");
	precacheShader("gfx/hud/objective_up.tga");
	precacheShader("gfx/hud/objective_down.tga");

	precacheItem("ghost_mp");

	level.totalPowerUps = 0;
	level.nbPowerUps = 0;
}

Callback_PlayerConnect()
{
	self.passiveTime = 0;
	self.god = false;
	self.specialPower = "none";
	self.passivePower = "none";
	self thread doPassive();
	self thread usePower();
}

spawnPlayer()
{
	if(!isDefined(self.pers["savedmodel"]))
		self maps\mp\gametypes\_teams::model();
	else
		self maps\mp\_utility::loadModel(self.pers["savedmodel"]);

	self.god = false;
	self.passiveTime = 0;
	self.specialPower = "none";
	self.passivePower = "none";
	self.maxhealth = 100;
	self powerText();
	self passiveText();
	self healthText();
	self setClientCvar( "r_xdebug", "0" );
	self setClientCvar( "developer", "0" );

	if(isDefined(self.blindedBlack))
		self.blindedBlack destroy();

	self iprintln("^3Double press ^1[^7F^1] ^3button to use ^1P^7oweUps.");
}

powerText()
{
	if(isDefined(self.powerText))
	{
		self.powerText destroy();
	}
	if(isDefined(self.powerTypeText))
	{
		self.powerTypeText destroy();
	}

	self.powerText = newClientHudElem( self );
	self.powerText.x = 599;
	self.powerText.y = 340;
	self.powerText.alignX = "right";
	self.powerText.alignY = "middle";
	self.powerText.alpha = 1;
	self.powerText.fontScale = 0.6;
	self.powerText setText(&"^2Special^0-^2Power");
	self.powerTypeText = newClientHudElem( self );
	self.powerTypeText.x = 599;
	self.powerTypeText.y = 350;
	self.powerTypeText.alignX = "right";
	self.powerTypeText.alignY = "middle";
	self.powerTypeText.alpha = 1;
	self.powerTypeText.fontScale = 0.6;
	if(self.specialPower == "none")
		self.powerTypeText setText(&"^1None");
	else if(self.specialPower == "warp")
		self.powerTypeText setText(&"^1Random^0-^1Teleport");
	else if(self.specialPower == "transform")
		self.powerTypeText setText(&"^1Transform");
	else if(self.specialPower == "freeze")
		self.powerTypeText setText(&"^1Freeze^0-^1Enemies^0-^1In^0-^1Radius");
	else if(self.specialPower == "smoke")
		self.powerTypeText setText(&"^1Smoke^0-^1Screen");
	else if(self.specialPower == "blind")
		self.powerTypeText setText(&"^1Blind^0-^1Enemies^0-^1In^0-^1Radius");
	else if(self.specialPower == "invis")
		self.powerTypeText setText(&"^1Ghost");
	else if(self.specialPower == "speed")
		self.powerTypeText setText(&"^1Temporary^0-^1Super^0-^1Speed");
	else if(self.specialPower == "radar")
		self.powerTypeText setText(&"^1Radar");
	else if(self.specialPower == "god")
		self.powerTypeText setText(&"^1Temporary^0-^1Invulnerability");
	else if(self.specialPower == "drop")
		self.powerTypeText setText(&"^1Drop^0-^1Enemy^0-^1Weapons");
}

passiveText()
{
	if(isDefined(self.powerPassiveText))
	{
		self.powerPassiveText destroy();
	}
	if(isDefined(self.powerPassiveTypeText))
	{
		self.powerPassiveTypeText destroy();
	}

	self.powerPassiveText = newClientHudElem( self );
	self.powerPassiveText.x = 599;
	self.powerPassiveText.y = 370;
	self.powerPassiveText.alignX = "right";
	self.powerPassiveText.alignY = "middle";
	self.powerPassiveText.alpha = 1;
	self.powerPassiveText.fontScale = 0.6;
	self.powerPassiveText setText(&"^4Passive^0-^4PowerUp");
	self.powerPassiveTypeText = newClientHudElem( self );
	self.powerPassiveTypeText.x = 599;
	self.powerPassiveTypeText.y = 380;
	self.powerPassiveTypeText.alignX = "right";
	self.powerPassiveTypeText.alignY = "middle";
	self.powerPassiveTypeText.alpha = 1;
	self.powerPassiveTypeText.fontScale = 0.6;
	if(self.passivePower == "none")
		self.powerPassiveTypeText setText(&"^1None");
	else if(self.passivePower == "one_shot")
		self.powerPassiveTypeText setText(&"^1One^0-^1Shot^0-^1Kill");
	else if(self.passivePower == "x2")
		self.powerPassiveTypeText setText(&"^1X2^0-^1Damage");
	else if(self.passivePower == "armor_low")
		self.powerPassiveTypeText setText(&"^1Armor^0-^1Low^0-^1Quality");
	else if(self.passivePower == "armor_high")
		self.powerPassiveTypeText setText(&"^1Armor^0-^1High^0-^1Quality");
	else if(self.passivePower == "insight")
		self.powerPassiveTypeText setText(&"^1Great^0-^1Insight");
	else if(self.passivePower == "explosive_ammo")
		self.powerPassiveTypeText setText(&"^1Explosive^0-^1Ammo");
	else if(self.passivePower == "infammo")
		self.powerPassiveTypeText setText(&"^1Unlimited^0-^1Ammo");
}

healthText()
{
	if(self.health >= 2000)
		self.health = 2000;
	if(self.maxhealth >= 2000)
		self.maxhealth = 2000;
	if(isDefined(self.healthText))
	{
		self.healthText destroy();
	}
	if(isDefined(self.healthCurrentText))
	{
		self.healthCurrentText destroy();
	}
	if(isDefined(self.healthMaxText))
	{
		self.healthMaxText destroy();
	}
	if(isDefined(self.healthBarText))
	{
		self.healthBarText destroy();
	}

	self.healthText = newClientHudElem( self );
	self.healthText.x = 599;
	self.healthText.y = 400;
	self.healthText.alignX = "right";
	self.healthText.alignY = "middle";
	self.healthText.alpha = 1;
	self.healthText.fontScale = 0.6;
	self.healthText setText(&"^2Health");
	self.healthCurrentText = newClientHudElem( self );
	self.healthCurrentText.x = 585;
	self.healthCurrentText.y = 410;
	self.healthCurrentText.alignX = "right";
	self.healthCurrentText.alignY = "middle";
	self.healthCurrentText.alpha = 1;
	self.healthCurrentText.fontScale = 0.6;
	self.healthCurrentText setValue((int)(self.health));
	self.healthBarText = newClientHudElem( self );
	self.healthBarText.x = 588;
	self.healthBarText.y = 410;
	self.healthBarText.alignX = "center";
	self.healthBarText.alignY = "middle";
	self.healthBarText.alpha = 1;
	self.healthBarText.fontScale = 0.6;
	self.healthBarText setText(&"^2|");
	self.healthMaxText = newClientHudElem( self );
	self.healthMaxText.x = 591;
	self.healthMaxText.y = 410;
	self.healthMaxText.alignX = "left";
	self.healthMaxText.alignY = "middle";
	self.healthMaxText.alpha = 1;
	self.healthMaxText.fontScale = 0.6;
	self.healthMaxText setValue((int)(self.maxhealth));
}

usePower()
{
	for(;;)
	{
		if(self useButtonPressed())
		{
			catch_next = false;
			for(i=0; i<=0.25; i+=0.01)
			{
				if(catch_next && self useButtonPressed() && self.sessionstate == "playing")
				{
					if(self.specialPower == "warp")
					{
						self thread powerWarp();
					}
					else if(self.specialPower == "freeze")
					{
						self thread powerFreeze();
					}
					else if(self.specialPower == "blind")
					{
						self thread powerBlind();
					}
					else if(self.specialPower == "radar")
					{
						self thread powerRadar();
					}
					else if(self.specialPower == "invis")
					{
						self thread powerInvis();
					}
					else if(self.specialPower == "god")
					{
						self thread powerGod();
					}
					else if(self.specialPower == "drop")
					{
						self thread powerDrop();
					}
					else
					{
						self iprintlnbold("You currently have no special powers");
					}
					self.specialPower = "none";
					catch_next = false;
					self powerText();
				}
				else if(!(self useButtonPressed()))
				{
					catch_next = true;
				}
				wait 0.01;
			}
		}
		self healthText();
		wait 0.05;
	}
}

powerWarp()
{
	playFx( level._effect["teleport_in"], self.origin + (0,0,50) );
	self iprintlnbold("^2Randomly Teleported.");
	warptoplace = "mp_deathmatch_spawn";
	place = getentarray(warptoplace, "classname");
	self.where = randomint(place.size);
	self setOrigin(place[self.where].origin);
	self setPlayerAngles(place[self.where].angles);
	playFx( level._effect["teleport_out"], self.origin + (0,0,50) );
}

powerRadar()
{
	self iprintlnbold("^2Radar.");
	players = getEntArray( "player", "classname" );
	for(x = 0; x < (60 + randomint(30)); x++)
	{
		for(i = 0; i < players.size; i++)
		{
			if(players[i].pers["team"] != self.pers["team"])
			{
				objective_add(i, "current", players[i].origin, "gfx/hud/objective.tga");
				objective_icon(i,"gfx/hud/objective.tga");
				if(self.pers["team"] == "allies")
				{
					objective_team(i,"allies");
				}
				else if(self.pers["team"] == "axis")
				{
					objective_team(i,"axis");
				}
			}
		}
		wait 0.5;
		for(i = 0; i < players.size; i++)
		{
			if(players[i].pers["team"] != self.pers["team"])
			{
				objective_delete(i);
			}
		}
	}
}

powerFreeze()
{
	self iprintlnbold("^2Freezing enemies near you.");
	playFx( level._effect["freeze"], self.origin + (0,0,50) );
	players = getEntArray( "player", "classname" );
	for( i = 0; i < players.size; i++ )
	{
		if( self != players[i] && distance(self.origin, players[i].origin) <= 400 )
		{
			players[i] thread frozen(10 + randomint(6), self.name);
		}
	}
}

frozen( time, enemyname )
{
	self iprintlnbold("^2Frozen for ^7" + time + "^2 seconds by ^7" + enemyname + "^2.");
	wait 0.5;
	self.frozenSpot = self getOrigin();
	linker = spawn("script_origin", self.origin);
	self linkto(linker);
	for( i = ( time * 2); i > 0; i-- )
	{
		self setOrigin( self.frozenSpot );
		if(!isAlive(self))
		{
			self unlink();
			self setOrigin( self.frozenSpot );
			i = 0;
		}
		wait 0.5;
	}
	linker delete();
	self iprintlnbold("^2Not frozen anymore.");
}

powerDrop()
{
	self iprintlnbold("^2Making Enemies around you drop their weapons.");
	players = getEntArray( "player", "classname" );
	for( i = 0; i < players.size; i++ )
	{
		if( self != players[i] && distance(self.origin, players[i].origin) <= 400 )
		{
			players[i] thread drop();
		}
	}
}

drop()
{
	playFx( level._effect["powerup"], self.origin + (0,0,150) );
	self iprintlnbold("^2Dropped all weapons.");
	self dropItem( self getWeaponSlotWeapon( "primary" ) );
	self dropItem( self getWeaponSlotWeapon( "primaryb" ) );
	self dropItem( self getWeaponSlotWeapon( "pistol" ) );
	self dropItem( self getWeaponSlotWeapon( "grenade" ) );
	self dropItem( self getWeaponSlotWeapon( "smokegrenade" ) );
	self dropItem( self getWeaponSlotWeapon( "satchel" ) );
	self dropItem( self getWeaponSlotWeapon( "binocular" ) );
}

powerBlind()
{
	self iprintlnbold("^2Blinding enemies near you.");
	playFx( level._effect["blind"], self.origin + (0,0,50) );
	players = getEntArray( "player", "classname" );
	for( i = 0; i < players.size; i++ )
	{
		if( self != players[i] && distance(self.origin, players[i].origin) <= 450 )
		{
			players[i] thread blinded(10 + randomint(6), self.name);
		}
	}
}

blinded( time, enemyname )
{
	self iprintlnbold("^2Blinded for ^7" + time + "^2 seconds by ^7" + enemyname + "^2.");
	wait 0.5;
	if(!isDefined(self.blindedBlack))
	{
		self.blindedBlack = newClientHudElem(self);
		self.blindedBlack.archived = false;
		self.blindedBlack.x = 0;
		self.blindedBlack.y = 0;
		self.blindedBlack.sort = -100;
		self.blindedBlack setShader("black", 640, 800);
	}
	wait time;
	if(isDefined(self.blindedBlack))
		self.blindedBlack destroy();
	self iprintlnbold("^2Not blind anymore.");
}

powerGod()
{
	self.god = true;
	time = 10 + randomint(11);
	self iprintlnbold("^2Invulnerable for ^7" + time + "^2 seconds.");
	wait time;
	self iprintlnbold("^2Not Invulnerable Anymore.");
	self.god = false;	
}

powerInvis()
{
	playFx( level._effect["invis"], self.origin + (0,0,50) );
	self.transTime = 15 + randomint(11);
	self iprintlnbold("^2Become a Ghost for ^7" + self.transTime + "^2 seconds.");
	self detachAll();
	self setModel("xmodel/zomgah");
	self setweaponslotweapon("primary", "ghost_mp");
	self switchToWeapon("ghost_mp");
	for(i = self.transTime*4; i > 0; i--)
	{
		playFx( level._effect["ghost"], self.origin + (0,0,20) );
		wait 0.25;
	}
	self setweaponslotweapon("primary", self.pers["spawnweapon"]);
	self switchToWeapon(self.pers["spawnweapon"]);
	self iprintlnbold("^2Not a Ghost anymore.");
	if(!isDefined(self.pers["savedmodel"]))
		self maps\mp\gametypes\_teams::model();
	else
		self maps\mp\_utility::loadModel(self.pers["savedmodel"]);
}

spawnPowerUp()
{
	level.newPowerUp = false;
	powerplace = "mp_deathmatch_spawn";
	level.powerUp = getentarray(powerplace, "classname");
	for(i = 0; i < level.powerUp.size; i++)
	{
		level.powerUp[i].exist = false;
	}
	for(;;)
	{
		wait (10 + randomint(8));
		while(!level.newPowerUp && level.nbPowerUps < level.powerUp.size && level.nbPowerUps < 15)
		{
			num = randomint(level.PowerUp.size);
			if(!level.powerUp[num].exist)
			{
				level.powerUp[num].exist = true;
				level.newPowerUp = true;
				level.nbPowerUps++;
				level.totalPowerUps++;
				wait 0.5;
				if((level.totalPowerUps % 2) == 0) 
					level.powerUp[num] thread placePowerUp();
				else
					level.powerUp[num] thread placePowerUpPassive();
			}
		}

		level.newPowerUp = false;
	}
}

placePowerUp()
{
	players = getEntArray( "player", "classname" );
	self.origin = self.origin;
	while(self.exist)
	{
		for(i = 0; i < players.size; i++)
		{
			if(distance(players[i].origin, self.origin + (0,0,25)) <= 100 && players[i].pers["team"] != "spectator")
			{
				if(players[i].specialPower != "none")
				{
					players[i] iprintlnbold("^2You already have a power.");
					wait 0.5;
				}
				else
				{
					playFx( level._effect["takepower"], self.origin + (0,0,25));
					self.exist = false;
					level.nbPowerUps--;
					players[i] thread givePower();
				}
			}
		}
		playFx( level._effect["powerup"], self.origin + (0,0,25));
		wait 0.5;
	}
}

placePowerUpPassive()
{
	players = getEntArray( "player", "classname" );
	self.origin = self.origin;
	while(self.exist)
	{
		for(i = 0; i < players.size; i++)
		{
			if(distance(players[i].origin, self.origin + (0,0,25)) <= 100 && players[i].pers["team"] != "spectator")
			{
				playFx( level._effect["takepowerpassive"], self.origin + (0,0,25));
				self.exist = false;
				level.nbPowerUps--;
				players[i] thread givePowerPassive();
			}
		}
		playFx( level._effect["poweruppassive"], self.origin + (0,0,25));
		wait 0.5;
	}
}

givePower()
{
	self.newPower = randomint(300) + 1;
	if(self.newPower <= 50)
	{
		self.specialPower = "blind";
		self iprintlnbold("^2New Power : ^7Blind Nearby Enemies^2.");
	}
	else if(self.newPower > 50 && self.newPower <= 100)
	{
		self.specialPower = "warp";
		self iprintlnbold("^2New Power : ^7Random Teleportation^2.");
	}
	else if(self.newPower > 100 && self.newPower <= 150)
	{
		self.specialPower = "freeze";
		self iprintlnbold("^2New Power : ^7Freeze Nearby Enemies^2.");
	}
	else if(self.newPower > 150 && self.newPower <= 200)
	{
		self.specialPower = "invis";
		self iprintlnbold("^2New Power : ^7Ghost^2.");
	}
	else if(self.newPower > 200 && self.newPower <= 250)
	{
		self.specialPower = "drop";
		self iprintlnbold("^2New Power : ^7Drop Nearby Enemies' Weapons^2.");
	}
	else if(self.newPower > 250 && self.newPower <= 300)
	{
		self.specialPower = "god";
		self iprintlnbold("^2New Power : ^7Invincibility^2.");
	}
	self powerText();
}

givePowerPassive()
{
	self.newPower = randomint(235) + 1;
	if(self.newPower <= 25)
	{
		addhealth = randomint(150) + 250;
		self iprintlnbold("^2Add to health : ^7" + addhealth + "^2.");
		self.health += addhealth;
		self.maxhealth += addhealth;
	}
	else if(self.newPower > 25 && self.newPower <= 40)
	{
		self iprintlnbold("^2Health ^7X2^2.");
		self.health *= 2;
		self.maxhealth *= 2;
	}
	else if(self.newPower > 40 && self.newPower <= 50)
	{
		self iprintlnbold("^2Health ^7X4^2.");
		self.health *= 4;
		self.maxhealth *= 4;
	}
	else if(self.newPower > 50 && self.newPower <= 55)
	{
		self iprintlnbold("^2Health ^7X8^2.");
		self.health *= 8;
		self.maxhealth *= 8;
	}
	else if(self.newPower > 55 && self.newPower <= 95)
	{	
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "x2";
		self iprintlnbold("^2X2 Damage : ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 95 && self.newPower <= 115)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "one_shot";
		self iprintlnbold("^2One Shot Kill : ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 115 && self.newPower <= 155)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "armor_low";
		self iprintlnbold("^2Armor : Low - ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 155 && self.newPower <= 180)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "armor_high";
		self iprintlnbold("^2Armor : High - ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 180 && self.newPower <= 195)
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(30);
		self.passivePower = "insight";
		self iprintlnbold("^2See Through Walls : ^7" + self.passiveTime + "^2 seconds.");
		self setClientCvar( "r_xdebug", "boxes" );
	}
	else if(self.newPower > 195 && self.newPower <= 210) // to test
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(16);
		self.passivePower = "explosive_ammo";
		self iprintlnbold("^2Temporary Explosive Ammo : ^7" + self.passiveTime + "^2 seconds.");
	}
	else if(self.newPower > 210 && self.newPower <= 235) // to test
	{
		self checkCurrentPassive();
		self.passiveTime = 20 + randomint(16);
		self.passivePower = "infammo";
		self iprintlnbold("^2Temporary Unlimited Ammo : ^7" + self.passiveTime + "^2 seconds.");
		self thread passiveInfAmmo();
	}
	self healthText();
	self passiveText();
}

checkCurrentPassive()
{
	if(self.passivePower != "none")
		self.passivePower = "none";
	self setClientCvar( "r_xdebug", "0" );
}

passiveInfAmmo()
{
	while(self.passivePower == "infammo")
	{
		self setweaponslotammo("primaryb", "999");
		self setweaponslotammo("pistol", "999");
		self setweaponslotammo("primary", "999");
		self setweaponslotammo("grenade", "999");
		self setweaponslotclipammo("primaryb", "999");
		self setweaponslotclipammo("primary", "999");
		self setweaponslotclipammo("pistol", "999");
		wait 0.5;
	}
}

doPassive()
{
	for(;;)
	{
		while(self.passiveTime > 0)
		{
			self.passiveTime -= 0.5;
			wait 0.5;
		}
		if(self.passivePower == "insight")
			self setClientCvar( "r_xdebug", "0" );
		if(self.passivePower != "none")
			self.passivePower = "none";
		self passiveText();
		wait 1;
	}
}

i wove pedsdude and nightmare :D

Post Reply

Who is online

Users browsing this forum: No registered users and 21 guests