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CS2D Scripts Lua Scripts/Questions/HelpSo, someone attacks and it changes variable "wpn" to the ID of the weapon they used...
Quote
How can I get the item ID from the hook "attack"
So, someone attacks and it changes variable "wpn" to the ID of the weapon they used...
So, someone attacks and it changes variable "wpn" to the ID of the weapon they used...
you can't the only workaround to this is if you add the following
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local _weapon_addhook = addhook local _weapon_hooks = {} addhook("attack", "hk_attack") function _g(t) 	if _G[t] then return _G[t] end 	local fn = loadstring("return "..t) 	if fn then return fn() end end function addhook(a, b) 	if a == "attack" then 		table.insert(_weapon_hooks, b) 	else 		_weapon_addhook(a, b) 	end end function hk_attack(id) 	local ret = nil 	for i, v in ipairs(_weapon_hooks) do 		local fn = _g(v) 		if not fn then break end 		if type(fn) ~= "function" then break end 		ret = fn(id, player(id, "weapontype")) 	end 	return ret end
This is a bit advanced so if you need me to explain this to you then you'll have to actually say that you want to know how this works, but it should work. Note, if you use attack on any type of grenades, this will return either Knife or your Primary weapon.
NOTE: Put This at the VERY top of your script.
Also, for performance issues, avoid putting your attack functions inside of tables since it'll be a bit slower.
And then you can use hook attack(id, weaponid)
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addhook("attack", "healer") function healer(p, w) 	if w == 50 then 		parse("sethealth "..p.." "..player(p, "health")+5) 	end end
edited 2×, last 13.07.09 07:33:00 am
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addhook("attack","attack1") function attack1(p) 	msg(player(p,"name").." Used the "..itemtype(player(p,"weapontype"),"name")) end
Impossible to get the values of this?
Like 'mp_building_limit "Wall III"'
mp_building_health
mp_building_limit
mp_building_price
Should be nice to check the price, limit and health for the construction items.
That is changed by the owner.
edited 1×, last 13.07.09 12:13:45 pm
1)if you pick up armor then sound ...
1)if you health with this armor 10 then sound ...
(once!)
Look for walkover and sv_sound
Can you stop thinking that you can get all on a gold-plate.
You only wants whole codes, you have never testing to coding by your self.
edited 2×, last 13.07.09 02:54:29 pm
edited 1×, last 13.07.09 02:43:48 pm
Zune5 has written
Can anyone create a script so that when you build something, it instantly builds? As in, no "Construction Sites?"
No one?
Zune5 has written
No one?
Zune5 has written
Can anyone create a script so that when you build something, it instantly builds? As in, no "Construction Sites?"
No one?
http://unrealsoftware.de/files_show.php?file=1530
Heavy has written
http://unrealsoftware.de/files_show.php?file=1530
Zune5 has written
No one?
Zune5 has written
Can anyone create a script so that when you build something, it instantly builds? As in, no "Construction Sites?"
No one?
http://unrealsoftware.de/files_show.php?file=1530
Thanks.
1:if you pick up item ... then sound ...(once)
2:if you have ... hp and this item then sound ... (once)
wups has written
Why do it so hard leegao?
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addhook("attack","attack1") function attack1(p) 	msg(player(p,"name").." Used the "..itemtype(player(p,"weapontype"),"name")) end
DRY - Don't repeat yourself, aka refactor when you can. I'm used to working on big projects so if I know I'll have multiple uses of attack hook then I make sure that I don't have to retype the same thing all over again. This way, if I want to change something, I only update one part of my code, not a dozen.
mortyr22 has written
i need:
1:if you pick up item ... then sound ...(once)
1:if you pick up item ... then sound ...(once)
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addhook("walkover","walkovers") function walkovers(id,iid,type) 	parse("sv_sound \"fun/prepare.wav\"") end
edited 1×, last 13.07.09 09:49:20 pm
look: http://combineklan.clan.su/photo/4-0-9
2:if you have 10 hp then sound ...
sorry this picture bad.
Quote
2:if you have ... hp and this item then sound ... (once)
Here's the cases where your HP will change, and I'm also assuming that
hit
parse "sethealth..."
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lookforHP = {50, 25} wpns = {[50]=true, [30]=true} function inhp(i_hp, hp) 	for i, l_hp in ipairs(lookforHP) do 		if l_hp <= i_hp and l_hp >=hp then return true end 	end end function inwpn(wpn) 	if wpns[wpn] then return true end end function dosomething(p) 	msg2(p, "You should hear the prepare sound.") 	parse("sv_sound \"fun/prepare.wav\"") end addhook("hit", "hpsound") function hpsound(p, s, w, _hp, ap) 	local hp = player(p, "health") 	local i_hp = hp + _hp 	if inhp(i_hp, hp) and inwpn(player(p, "weapontype")) then 		dosomething(p) 	end end addhook("parse", "psound") function psound(t) 	local cmd = {} 	for word in string.gmatch(t, "[^%s]+") do 		table.insert(cmd, word) 	end 	if cmd[1] == "sethealth" then 		local p = tonumber(cmd[2]) 		local hp = tonumber(cmd[3]) 	if inhp(hp, hp) and inwpn(player(p, "weapontype")) then 			dosomething(p) 		end 	end end
Edit lookforHP table to add more hps to the list. The default wpns table will activate this command for Knife and AK47. Change the dosomething(p) function to do what you need to have done when the health gets to those levels.
I'm looking for a way to block the building of all buildings EXCEPT the barricades (or barbwire or turrets, etc.). I've tried and failed, miserably. Now I'm looking for help from the pros. Could you please offer a hand, Its the final touch on this custom map.
now I'm making lua script named Rank Mod, I already half done with it. but, the problem is, whenever he die. he lost his speed and weapon and respawn with nothing. how to make it if die and it will stay?