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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: making a sniper scope
masterp
General Member
Since: Dec 11, 2006
Posts: 29
Last: Jun 8, 2007
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Level 2
Category: CoD Mapping
Posted: Friday, Jun. 8, 2007 07:45 am
Thx guys this is my first attempt at a mod so wish me luck lol
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD Mapping
Posted: Friday, Jun. 8, 2007 07:54 am
you dont need to edit any scripts, if the alt weapons have the same ammo and clip name as the other alt weapons it its selection it will work fine
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Mpz
General Member
Since: Jul 10, 2006
Posts: 195
Last: Jun 30, 2008
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Level 4
Category: CoD Mapping
Posted: Friday, Jun. 8, 2007 09:43 am
|DA|DarkDilbert writes...
Quote:
No, sorry, i've had this problem too. Alt weapon modes count as seperate weapons so the game doesn't know to add ammo - in S&D you can end up spawning with no ammo if you had an alt mode selected at the end of the round


I have been building a weapon mod for a while now and I believe your problem is that you don't have the same clipname. It will work with the ammo name only but if you want it to take the clips over to the alt weapon the clipname has to be the same as well.

If that's not it then I'm not sure because once I fixed that it worked fine.

I was wondering if you could have more than two options though, I haven't tested it yet but I guess it could conceivably be possible...
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD Mapping
Posted: Friday, Jun. 8, 2007 09:48 am
yeah, you can, i made a mod with 4 alt weaps - smoke grenade, flare smoke grenade thingy, flash bang and a knife
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD Mapping
Posted: Friday, Jun. 8, 2007 11:27 am
Mpz writes...
Quote:

I have been building a weapon mod for a while now and I believe your problem is that you don't have the same clipname. It will work with the ammo name only but if you want it to take the clips over to the alt weapon the clipname has to be the same as well.


nah I didn't change the clipName or ammoName or anything. Some of the weapon mods did silly things, but one was basically a 3 level zoom sniper in which I only changed the FOV, mode name (could be a factor come to think of it, though doubtful), and the altWeapon chain


I think it only happened in S&D. Maybe domination between rounds but we rarely play that. Say, if I have Kar98k sniper's second and third alt modes selected at the end of an S&D round, I would respawn with no ammo in that weapon. Similar to how you reselect your weapon, say from BAR to thompson in the 15 seconds, and it sometimes gives you no ammo

You can have many altmodes to your guns, Mpz, but they count as seperate weapons so you're subject to Uo's weapon limit. Was it 96? I can't remember

edited on Jun. 8, 2007 07:35 am by |DA|DarkDilbert
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moviestar
General Member
Since: May 4, 2006
Posts: 86
Last: May 4, 2008
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Level 3
Category: CoD Mapping
Posted: Friday, Jun. 8, 2007 07:54 pm
If you do not add the new alt weapon modes to atleast the rank.gsc then when playing any gametype that runs rounds you will spawn with no ammo when in the alt weapon mode at the start of the second round.. I did not say you needed to add it for fun it is a fact if you understand how the rank.gsc works.... Adding the alt weapon modes in the _teams.gsc is optional but i would be as i like to add cvars to turn on and off features, which any good mod will have.


(p.s. cods weapon limit is 64)


edited on Jun. 8, 2007 03:56 pm by moviestar
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