Post: BO2 bind menu
09-15-2015, 02:02 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Ive set up all the binds and its all working fine set from the enemy team can use the mods also, can someone tell me how to make it so my team only can use the mods is there like a code for it or something, many thanks
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09-15-2015, 02:10 AM #2
HiddenHour
I defeated!
Originally posted by defendservice View Post
Ive set up all the binds and its all working fine set from the enemy team can use the mods also, can someone tell me how to make it so my team only can use the mods is there like a code for it or something, many thanks


    InitBinds()
{
foreach(player in level.players)
{
if(player.pers["team"] == self.pers["team"])
player thread binds();
}
}

Something like that. If you mess with .pers["team"] then I think you'll find something out.
09-15-2015, 02:13 AM #3
Originally posted by TheHiddenHour View Post
    InitBinds()
{
foreach(player in level.players)
{
if(player.pers["team"] == self.pers["team"])
player thread binds();
}
}

Something like that. If you mess with .pers["team"] then I think you'll find something out.


thanks alot
09-15-2015, 02:26 AM #4
Convive
Bounty hunter
Originally posted by TheHiddenHour View Post
    InitBinds()
{
foreach(player in level.players)
{
if(player.pers["team"] == self.pers["team"])
player thread binds();
}
}

Something like that. If you mess with .pers["team"] then I think you'll find something out.


would you put that on the code itself or only on onPlayerSpawned
09-15-2015, 02:33 AM #5
HiddenHour
I defeated!
Originally posted by Zaroff View Post
would you put that on the code itself or only on onPlayerSpawned


It's only an idea of how .pers["team"] works. I would make a check onPlayerSpawned() that sees if the player's team is the same as the host's, then if it returns as true it starts the binds function.
09-15-2015, 02:40 AM #6
Convive
Bounty hunter
Originally posted by TheHiddenHour View Post
It's only an idea of how .pers["team"] works. I would make a check onPlayerSpawned() that sees if the player's team is the same as the host's, then if it returns as true it starts the binds function.


Okay i know matrix knows how to do this and hes going to tell me but thanks for the help
09-15-2015, 03:44 AM #7
FlavorModz
Do a barrel roll!
this is how I have it

     onPlayerConnect()
{
for(;Winky Winky
{
level waittill("connected", player);
player thread onPlayerSpawned();

if(player ishost())
{
player thread gethostteam();
}
}
}


    
gethostteam()
{
if(self.pers["team"] == "allies")
{
level.hostteam = "allies";
}
else
{
level.hostteam = "axis";
}
}


    
onPlayerSpawned()
{
self endon("disconnect");
level endon("game_ended");
for(;Winky Winky
{
self waittill("spawned_player");
if(isSubStr(self.name, "Dive_Derekk"))
{
}
else if((self.pers["team"] == level.hostteam)
{
self thread TheBinds();
self.camo = 29;
}
}
}


don't worry about the dive derekk thing that's just this random lol

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