Re: Sound on equip for all or ?
Deleted User
Timer is not neccasary there.
addhook('walkover', 'AA_walkover') //call armoursound(id) /after/ your equip stuff in prolly the move hook function AA_armoursound(id) 	//save current armour 	local prev = player(id, 'armor') 	//set armour to another one 	parse('setarmor '..id..' 201') 	//set it back to the previous one (prev) 	parse('setarmor '..id..' '..prev) end //Checks whether the player has the script's armour function AA_checkarmour(id) 	//if the armourtable[id] exists 	if armourtable[id] > 0 then 		//return 1 (true) 		return 1; 	//if the player /doesn't/ wear script armour 	else 		//return 0 (false) 		return 0; 	end end function AA_walkover(id, iid) 	//if the item you walk over is an armour (those iid's are armours) 	if iid == 57 or iid == 58 or (iid >= 79 and iid <= 84) then 		//check for armour. If there's script armour, return 1 (leave stuff on ground) 		return AA_checkarmour(id); 	end end
if ice[id] > 0 then if flash[id] > 0 then if health[id] > 0 then
local a = playerweapons(id) if a[2] then 	--your image for a player with weapon else 	--"" "" "" "" "" "" without weapon end
local a = playerweapons(id) if a[2] then 	--your image for a player with weapon else 	--"" "" "" "" "" "" without weapon end
local a = playerweapons(id) if a[2] then for i=1,32,1 do id=image("gfx/sprites/text.bmp",0,0,100+i) imagecolor(id,255,255,255) imageblend(id,1) imagealpha(id,1) else "53" "50" "other weapon id.." id=image("gfx/sprites/text2.bmp",0,0,100+i) imagecolor(id,255,255,255) imageblend(id,1) imagealpha(id,1) 	--"" "" "" "" "" "" without weapon end end