Author Topic: how to make the weapons were for the money?  (Read 1818 times)

[EG]~[S]aha~

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how to make the weapons were for the money?
« on: January 23, 2013, 01:51:22 pm »
how to make the weapons were for the money
       please help !

Mido_Pop

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Re: how to make the weapons were for the money?
« Reply #1 on: January 23, 2013, 01:56:04 pm »
you mean make wepon for $$



[EG]~[S]aha~

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Re: how to make the weapons were for the money?
« Reply #2 on: January 23, 2013, 01:56:48 pm »
yes

Mido_Pop

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Re: how to make the weapons were for the money?
« Reply #3 on: January 23, 2013, 01:58:45 pm »
which weapon do you need ?



[EG]~[S]aha~

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Re: how to make the weapons were for the money?
« Reply #4 on: January 23, 2013, 02:00:00 pm »
ultrasound and gun

Mido_Pop

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Re: how to make the weapons were for the money?
« Reply #5 on: January 23, 2013, 02:01:34 pm »
man with command ?
or real Pickup



[EG]~[S]aha~

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Re: how to make the weapons were for the money?
« Reply #6 on: January 23, 2013, 02:02:39 pm »
Pickup

Mido_Pop

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Re: how to make the weapons were for the money?
« Reply #7 on: January 23, 2013, 02:04:56 pm »
wait 15m



[EG]~[S]aha~

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Re: how to make the weapons were for the money?
« Reply #8 on: January 23, 2013, 02:06:30 pm »
ok

Mido_Pop

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Re: how to make the weapons were for the money?
« Reply #9 on: January 23, 2013, 03:18:18 pm »
replace it with main >> PickupHandler.nut

function onScriptLoad()
{
  print( "- Pickup Handling Script Loaded >> By Mido_Pop " );
 
  return 1;
}

function onScriptUnload()
{
  print( "- Pickup Handling Script Unloaded >> By Mido_Pop " );
 
  return 1;
}

function onPickupPickedUp( pPlayer, pPickup )
{
  local iModel = pPickup.Model;
   
  switch( iModel )
  {
//-----------------------------------------------//
// Weapon Pickups

    /* Grenade Pickup */
    case 170:
      pPlayer.SetWeapon( 11, 15 );
      break;
    /* AK-47 Pickup */
    case 171:
      pPlayer.SetWeapon( 5, 750 );
      break;
    /* Baseball Bat Pickup */
    case 172:
      pPlayer.SetWeapon( 1, 1 );
      break;
    /* Colt .45 Pickup */
    case 173:
      pPlayer.SetWeapon( 2, 500 );
      break;
    /* Molotov Pickup */
    case 174:
      pPlayer.SetWeapon( 10, 15 );
      break;       
    /* Rocket Launcher Pickup */
    case 175:
      pPlayer.SetWeapon( 8, 50 );
      break;
    /* Shotgun Pickup */
     case 176:
     if ( pPlayer.Cash >= 1000 )
      {
      pPlayer.SetWeapon( 4, 50 );
      pPlayer.Cash -= 1000 ;
      MessagePlayer( "*PM* You bought New Wepon ( Gun ) .", pPlayer );
      }
     else
      {
         MessagePlayer( "*PM* You don't have money.", pPlayer );
      }
      break;
    /* Sniper Rifle Pickup */
    case 177:
      pPlayer.SetWeapon( 7, 50 );
      break;
    /* UZI Pickup */
    case 178:
     if ( pPlayer.Cash >= 1000 )
      {
      pPlayer.SetWeapon( 3, 500 );
      pPlayer.Cash -= 1000 ;
      MessagePlayer( "*PM* You bought New Wepon ( Wzi ) .", pPlayer );
      }
     else
      {
         MessagePlayer( "*PM* You don't have money.", pPlayer );
      }
      break;
    /* M16 Pickup */
    case 180:
      pPlayer.SetWeapon( 6, 1000 );
      break;
    /* Flame Thrower Pickup */
    case 181:
      pPlayer.SetWeapon( 9, 250 );
      break;

//-----------------------------------------------//
// Other Pickups
       
    /* Health Pickup */
    case 1362:
      pPlayer.Health = 100;
      break;
    /* Armour Pickup */ 
    case 1364:
      pPlayer.Armour = 200;
      break;
  }
 
  return 1;
}



 

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