Code: Select all
// Add these 2 lines to your main() function
thread no_rpg(undefined, false); // Use getEnt("no_rpg", "targetname") thread no_rpg(undefined, true); if there is a trigger for no RPG usage in
getEnt("yes_rpg", "targetname") thread yes_rpg();
no_rpg(p, type)
{
if(!isDefined(p))
{
if(type)
{
for(;;)
{
self waittill("trigger", p);
if(!isDefined(p.no_rpg) && !isDefined(p.yes_rpg))
self thread no_rpg(p, type);
}
}
else
{
for(;;)
{
level waittill("connected", p);
thread no_rpg(p, type);
}
}
}
else
{
p endon("disconnect");
p.no_rpg = true;
for(;((isDefined(self) && p isTouching(self)) || !type) && !isDefined(p.yes_rpg);)
{
if(!p isOnLadder() && !p isMantling() && weaponType(p getCurrentWeapon()) == "projectile")
{
p iPrintLn("You cannot use an RPG yet!");
if(p hasWeapon("beretta_mp"))
p switchToWeapon("beretta_mp");
else if(!p hasWeapon("beretta_mp") && p hasWeapon("deserteaglegold_mp"))
p switchToWeapon("deserteaglegold_mp");
else if(!p hasWeapon("beretta_mp") && !p hasWeapon("deserteaglegold_mp") && p hasWeapon("colt45_mp"))
p switchToWeapon("colt45_mp");
else if(!p hasWeapon("beretta_mp") && !p hasWeapon("deserteaglegold_mp") && !p hasWeapon("colt45_mp") && p hasWeapon("usp_mp"))
p switchToWeapon("usp_mp");
else
{
p giveWeapon("beretta_mp");
p switchToWeapon("beretta_mp");
}
wait 1;
}
wait 0.75;
}
p.no_rpg = undefined;
}
}
yes_rpg()
{
for(;;)
{
self waittill("trigger", p);
if(!isDefined(p.yes_rpg))
{
p iPrintLn("You can now use your RPG");
p.yes_rpg = true;
}
}
}


