Author Topic: How do I give a player unlimited weapons?  (Read 1188 times)

So I have a Snowball TDM and the with the snowball weapon once you throw it, its gone and you have to pick up another one. And because of this I have sowballs everywhere it it creates a ton of lag. I was wondering if there was a way to let the player always have a snowball with them and when they throw it, they still have one.

you cant, the weapon holder is part of the player type itself. if you want to make unlimited weapons held, make a player type that does so.


other idea you can make a variable event that automaticly does it

you cant, the weapon holder is part of the player type itself. if you want to make unlimited weapons held, make a player type that does so.
you're clueless, try actualy reading what he wants
just make a loop that adds an item to their inventory

Make every brick be OnProjectileHit < Player < AddItem < Snowball

Make every brick be OnProjectileHit < Player < AddItem < Snowball
that won't work very well, what about when it hits a player?

Onplayerdamaged-player-additem-snowball

that won't work very well, what about when it hits a player?
OnMiniGameKill < Killer (or whatever it is) <AddItem<Snowball

Ya these would all work but what about when they miss or if they don't hit the brick?
you're clueless, try actualy reading what he wants
just make a loop that adds an item to their inventory
How do I do this?

OnMiniGameKill < Killer (or whatever it is) <AddItem<Snowball
that would be implying that the snowball is a one hit kill
How do I do this?
A. have a zone brick loop at the top
B. variable loops

i prefer option A though
onplayerenterzone>self>setzone[down][big number]
onplayerenterzone>player>additem
make sure you have it start with a zone going down (minigame reset should do fine)

Or you could just put at the spawn:

Onplayertouch>self>firerelay
Onrelay>player>additem>snowball
Onrelay>self>firerelay

I dunno I like relays :3

But if you want to be super realistic, you could make it so they have to click a pile of snow to get a snowball (like they make snowballs). That would be cool and I'd come to your server :)

funnily enough, relays don't have a player output, which is why VCE tends to be needed
the thing about relays though, is if you have one for each player, you can't have it all on the same brick, and it will lag the server a decent amount
if you wish to have a looping event on one brick, use print counts

funnily enough, relays don't have a player output, which is why VCE tends to be needed
the thing about relays though, is if you have one for each player, you can't have it all on the same brick, and it will lag the server a decent amount
if you wish to have a looping event on one brick, use print counts

Oh ya, that's right. Kind of lame D:

Put this on the spawn.

OnPlayerTouch<Self<FireRelay
OnRelay<Self<FireRelay
OnRelay<VCEIfValue<Firing == 1
OnVariableTrue<Player<AddItem<Snowball


Here, whenever the player clicks, or throws a ball, they get a noseball.

*Snowball.