- Joined
- Jul 25, 2009
- Messages
- 3,087
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
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Undroppable 2
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Events
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Unit - A unit Uses an item
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Item-type of (Item being manipulated)) Equal to Saiga 12k
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(Item-type of (Item being manipulated)) Equal to LPO-50
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(Item-type of (Item being manipulated)) Equal to AK-47
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(Item-type of (Item being manipulated)) Equal to Dragunov SVD
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(Item-type of (Item being manipulated)) Equal to RPK
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(Item-type of (Item being manipulated)) Equal to Laser Rifle
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(Item-type of (Item being manipulated)) Equal to AKS-74u
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(Item-type of (Item being manipulated)) Equal to VSS (Silenced)
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Actions
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Custom script: if GetLocalPlayer() == GetTriggerPlayer() then
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Sound - Play Pickup2 <gen>
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Sound - Stop Pickup2 <gen> After fading
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Custom script: endif
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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WeaponIsEquipped[(Player number of (Owner of (Triggering unit)))] Equal to True
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Then - Actions
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Set WeaponInUse[(Player number of (Owner of (Triggering unit)))] = (Item being manipulated)
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Item - Make WeaponInUse[(Player number of (Owner of (Triggering unit)))] Undroppable
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Item being manipulated) Equal to WeaponInUse[(Player number of (Owner of (Triggering unit)))]
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WeaponIsEquipped[(Player number of (Owner of (Triggering unit)))] Equal to False
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Then - Actions
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Item - Make WeaponInUse[(Player number of (Owner of (Triggering unit)))] Droppable
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Item being manipulated) Not equal to WeaponInUse[(Player number of (Owner of (Triggering unit)))]
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Then - Actions
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Item - Make (Item being manipulated) Droppable
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Else - Actions
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