Fret not, you can easily modify any playertype to support the knife, it was made like this so you can have the add-on enabled but not have to use it.
Yeahk.
You should add this RTB pref
that. when turned on, allows all playertypes on the server to use this, and when turned off, only playertypes with the support will be able to. It would make it easier for those who do not know how to script and want various playtypes to have this function.
Edit: Wait a sec, here we go:
datablock PlayerData(PlayerMW2Armor : PlayerStandardArmor)
{
uiName = "MW2-Style Player";
showEnergyBar = false;
maxDamage = 100;
canJet = 0;
repairRate = (200/32);
cameramaxdist = 3;
cameraVerticalOffset = 1;
cameraHorizontalOffset = 0.8;
cameraTilt = 0.2;
maxfreelookangle = 2;
usesTacKnife = $Tacknife::SupportedPlayersOnly;
};
RTB_registerPref("Supported Players Only", "Tactical Knife", "$Tacknife::SupportedPlayersOnly", "bool", "Player_MW2", false, true, false, "");
package TacKnifeUse
{
function Armor::onTrigger(%this, %player, %slot, %val)
{
if(%player.getMountedImage(0) !$= TacKnifeImage.getID() && %player.getDatablock().usesTacKnife == $Tacknife::SupportedPlayersOnly && %slot $= 4 && %val)
{
if(%player.lastKnife !$= "" && getSimTime() - %player.lastKnife < 1000)
{
return;
}
if(%obj.isMounted())
return;
%player.oldItem = %player.getMountedImage(0);
%player.mountImage(TacKnifeImage, 0);
%player.lastKnife = getSimTime();
}
Parent::onTrigger(%this, %player, %slot, %val);
}
};
ActivatePackage(TacKnifeUse);
Just tested it, works. Sorry for page stretch :3 Also, the animation could be faster for how much damage it deals..