Author Topic: Gun preserver??  (Read 951 times)

Can anyone make a gun preserver brick that grabs the gun (like if you spwan a gun on the brick) when you drop it and keeps it from disapering. Or is it not possible.



ps: sorry for the spelling.

Thats actually a neat idea but I couldn't inmagine what it would be used for.

That could be handy.
Thats actually a neat idea but I couldn't inmagine what it would be used for.
I could imagine using it in a [Medieval?] RolePlay;

"Ah, it's good to be back from fighting those trolls, best put my bloodied mace away, don't wish to lose it in some unforseen accident" *Throws Mace onto holding brick* "There,that should do, now to light the fireplace"
*Moves over to fireplace, lights wood, BOOM! Sudden explosion from wood, player is killed*
2 mins later
"Darn death, good to be back home, again. Hey! My Mace, its still there, atleast i can kill some more Trolls!"

And so, life goes on.... :D

it would be cool also if the weapons had physic like the bricks

it would be cool also if the weapons had physic like the bricks
That doesn't sound Do-able.

Can anyone make it??

Someone could make events like this

onActivate Player ifIteminHand "Mace"
VariableTrue self SetItem "Mace"
VariableTrue client "You set down your mace in the mace holder and sat down to rest."

See? I think this could work. Al though if there were a lot of weps, someone would have to make a new event. It would take the item in their hand and put it down automatically.

Someone could make events like this

onActivate Player ifIteminHand "Mace"
VariableTrue self SetItem "Mace"
VariableTrue client "You set down your mace in the mace holder and sat down to rest."

See? I think this could work. Al though if there were a lot of weps, someone would have to make a new event. It would take the item in their hand and put it down automatically.
nope, wouldn't work, you can't activate with a weapon...
onprojectilehit>self>ifiteminhand[mace]
onvariableture>self>setitem[mace]
that's what you would have to do, and it's not player, it's self, at least get basic events right

That doesn't sound Do-able.
It's do-able but stupid to do it

nope, wouldn't work, you can't activate with a weapon...
onprojectilehit>self>ifiteminhand[mace]
onvariableture>self>setitem[mace]
that's what you would have to do, and it's not player, it's self, at least get basic events right
Eh, sorry. But I did get most events right, I was really tired >.< I thought ifIteminhand was a player event. :3

I would think that throwing the weapon at the brick and the brick recognizing and setting the weapon to spawn there would be better, but I really haven't seen any add-ons based around the player dropping his/her item (other than the "Drop item on death" mod)...

it is easily done with events

onitempickup>self>killbrick or item>none

it is easily done with events

onitempickup>self>killbrick or item>none
Wow. That's pretty obvious now... But how would you put an(y) item back?
Isn't that the whole thread here?
=P