Author Topic: Items costing points  (Read 541 times)

Does anyone know how to make an item cost points to get. For example, on a TDM game mode, you may need to get a certain amount of points to unlock a weapon. When you have enough points you could buy the weapon. If you didn't have enough points then you wouldn't be able to get the weapon. A server where you can see this is action (if I have made no sense so far) is glass' trench wars (as of 11-30-14). Please let me know how this is done.

I said this once, hang on I'll get the events

Make gamemode options to give points for each kill and do events:
VCE Variable if <var:client:score> =< desired cost
set value <var:client:score> - desired cost
--event--

^this
I already got the quote so here it is spelled out
If you say, wanted a gun for 50 points...

onActivate > Self > VCE_ifValue [<var:client:score>] >= [50] [you can leave this blank]
onVariableTrue > Player > additem > [Gun]
onVariableTrue > Client > ChatMessage [You bought a gun!]
onVariableTrue > Client > IncScore [-50]
onVariableTrue > Client > ChatMessage [You now have <var:client:score>.]
onVariableTrue > Client > playSound > Beep_TryAgain.wav
onVariableFalse > Client > ChatMessage [You need 50 points to buy a gun.]
onVariableFalse > Self > playSound > Beep_Denied.wav
onVariableFalse > Client > ChatMessage [You have <var:client:score>]
some of it is optional

What about that weapons shop system add on?