- Joined
- Jul 25, 2009
- Messages
- 3,091
The trigger below makes it so that once a gun is equipped, it cannot be unequipped, and if you try to equip a gun that isn't your currently equipped gun nothing happens... But here's how it works right now... When I equip a gun, the item becomes undroppable, but if I equip another gun while a gun is equipped, both will be undroppable.
So let me try and do my best simple explanation one last time. xD
Equip/unequip via casting item.
No weapon equipped -> equipped weapon -> equipped weapon is undroppable -> equipping future weapons will do nothing until current one is unequipped
So let me try and do my best simple explanation one last time. xD
Equip/unequip via casting item.
No weapon equipped -> equipped weapon -> equipped weapon is undroppable -> equipping future weapons will do nothing until current one is unequipped
-
Undroppable 2
-
Events
- Unit - A unit Uses an item
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Saiga 12k
- (Item-type of (Item being manipulated)) Equal to LPO-50
- (Item-type of (Item being manipulated)) Equal to AK-47
- (Item-type of (Item being manipulated)) Equal to Dragunov SVD
- (Item-type of (Item being manipulated)) Equal to RPK
- (Item-type of (Item being manipulated)) Equal to Laser Rifle
- (Item-type of (Item being manipulated)) Equal to AKS-74u
- (Item-type of (Item being manipulated)) Equal to VSS (Silenced)
-
Conditions
-
Or - Any (Conditions) are true
-
Actions
- Custom script: if GetLocalPlayer() == GetTriggerPlayer() then
- Sound - Play Pickup2 <gen>
- Sound - Stop Pickup2 <gen> After fading
- Custom script: endif
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- WeaponIsEquipped[(Player number of (Owner of (Triggering unit)))] Equal to True
-
Then - Actions
- Set WeaponInUse[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
- Item - Make WeaponInUse[(Player number of (Owner of (Triggering unit)))] Undroppable
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item being manipulated) Equal to WeaponInUse[(Player number of (Owner of (Triggering unit)))]
- WeaponIsEquipped[(Player number of (Owner of (Triggering unit)))] Equal to False
-
Then - Actions
- Item - Make WeaponInUse[(Player number of (Owner of (Triggering unit)))] Droppable
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Item being manipulated) Not equal to WeaponInUse[(Player number of (Owner of (Triggering unit)))]
-
Then - Actions
- Item - Make (Item being manipulated) Droppable
- Else - Actions
-
If - Conditions
-
Events