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Thread: Grenade Bug

  1. #1
    Lieutenant Loveboy's Avatar
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    Grenade Bug

    Hello Guys!
    I am trying to give every Player at spawn a grenade. But I have the problem that it doesn't work. I haven't got default weapons, so I had changed this script... (_weapons.gsc)

    Code:
    getWeaponBasedGrenadeCount(weapon)
    {
    	switch(weapon)
    	{
    	case "xm8_mp":
    	case "vector_mp":
    	case "an94_mp":
            ...
    }
    I have got default part of giveGrenades() from _weapons.gsc, but it I will not get grenades...

    Code:
    giveGrenades()
    {
    	if(self.pers["team"] == "allies")
    	{
    		switch(game["allies"])
    		{
    		case "american":
    			grenadetype = "frag_grenade_american_mp";
    			smokegrenadetype = "smoke_grenade_american_mp";
    			break;
    
    		case "british":
    			grenadetype = "frag_grenade_british_mp";
    			smokegrenadetype = "smoke_grenade_british_mp";
    			break;
    
    		default:
    			assert(game["allies"] == "russian");
    			grenadetype = "frag_grenade_russian_mp";
    			smokegrenadetype = "smoke_grenade_russian_mp";
    			break;
    		}
    	}
    	else
    	{
    		assert(self.pers["team"] == "axis");
    		switch(game["axis"])
    		{
    		default:
    			assert(game["axis"] == "german");
    			grenadetype = "frag_grenade_german_mp";
    			smokegrenadetype = "smoke_grenade_german_mp";
    			break;
    		}
    	}
    
    	self takeWeapon("frag_grenade_american_mp");
    	self takeWeapon("frag_grenade_british_mp");
    	self takeWeapon("frag_grenade_russian_mp");
    	self takeWeapon("frag_grenade_german_mp");
    	self takeWeapon("smoke_grenade_american_mp");
    	self takeWeapon("smoke_grenade_british_mp");
    	self takeWeapon("smoke_grenade_russian_mp");
    	self takeWeapon("smoke_grenade_german_mp");
    
    	if(getcvarint("scr_allow_fraggrenades"))
    	{
    		fraggrenadecount = getWeaponBasedGrenadeCount(self.pers["weapon"]);
    		if(fraggrenadecount)
    		{
    			self giveWeapon(grenadetype);
    			self setWeaponClipAmmo(grenadetype, fraggrenadecount);
    		}
    	}
    
    	if(getcvarint("scr_allow_smokegrenades"))
    	{
    		smokegrenadecount = getWeaponBasedSmokeGrenadeCount(self.pers["weapon"]);
    		if(smokegrenadecount)
    		{
    			self giveWeapon(smokegrenadetype);
    			self setWeaponClipAmmo(smokegrenadetype, smokegrenadecount);
    		}
    	}
    
    	self switchtooffhand(grenadetype);
    }
    And I have this in my _weapons.gsc (under precacheItem's)

    Code:
            ...
    	precacheItem("binoculars_mp");
    
    	level.weaponnames = [];
    	level.weaponnames[0] = "fraggrenade";
    
    	level.weapons = [];
    	level.weapons["fraggrenade"] = spawnstruct();
    	level.weapons["fraggrenade"].server_allowcvar = "scr_allow_fraggrenades";
    	level.weapons["fraggrenade"].client_allowcvar = "ui_allow_fraggrenades";
    	level.weapons["fraggrenade"].allow_default = 1;
    And this in my server.cfg :

    Code:
    set scr_allow_fraggrenades "1"
    So it should does work or?

    I looked up in console_mp.log and found these errors:

    Code:
    ******* script runtime error *******
    Cannot give Loveboy weapon  without having an empty weapon slot - player currently has a  and a 
    : (file 'maps/mp/gametypes/_weapons.gsc', line 222)
       self giveWeapon(grenadetype);
                       *
    And this:

    Code:
    ******* script runtime error *******
    unknown weapon 'frag_grenade_british_mp': (file 'maps/mp/gametypes/_weapons.gsc', line 237)
     self switchtooffhand(grenadetype);
                          *
    Does somebody know why it doesn't work?

  2. #2
    Assadministrator IzNoGoD's Avatar
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    Did you precache the grenade?

  3. The Following 3 Users Say Thank You to IzNoGoD For This Useful Post:

    kung foo man (14th December 2013),Loveboy (14th December 2013),raphael (29th May 2023)

  4. #3
    Lieutenant Loveboy's Avatar
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    I am away from brain... really xD
    Yep I forgot it, thanks xD

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