5 weapons - 1 ammo ?

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Rawing
Posts: 107
Joined: Tue Oct 23, 2007 1:40 pm

5 weapons - 1 ammo ?

Post by Rawing »

I been trying to make five different weapons using the same ammo.
bg_misc: Can't define more than one weapon to the ammo
bg_pmove: I tried to make a switch that counts ammo away if one of this five weapons is fired... like...
if(pm->ps->weapon==wp_lightning){pm->ps->ammo[wp_redlet]--;}
I wasn't suprised to see some errors :D
[color=#FF0000]/callvote kick all_enemies[/color]
Rawing
Posts: 107
Joined: Tue Oct 23, 2007 1:40 pm

Re: 5 weapons - 1 ammo ?

Post by Rawing »

I managed to solve this partly. What I've done is simply take an ammo of another weapon away. However, sometimes I'm still able to shoot without ammo or just the sound is played and the missile drawn but it doesn't do any damage. I've modified the EV_NOAMMO too of course, but it can't find out why it works sometimes and sometimes not :/
[color=#FF0000]/callvote kick all_enemies[/color]
corncobman
Posts: 304
Joined: Fri Aug 08, 2003 7:00 am

Re: 5 weapons - 1 ammo ?

Post by corncobman »

Have you compiled both cgame and game?

bg_* stuff needs the client to be compiled as well.
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[url=http://www.violationentertainment.com/misc/ccm]-An eyeful a day is bloody fantastic!-[/url]
Rawing
Posts: 107
Joined: Tue Oct 23, 2007 1:40 pm

Re: 5 weapons - 1 ammo ?

Post by Rawing »

yup, I mostly compile all three parts of it just to avoid things like that.
[color=#FF0000]/callvote kick all_enemies[/color]
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