Post: Starting with Ce_Digital on knife_mp.
10-02-2015, 10:44 AM #1
Budda_Jacob
I am error
(adsbygoogle = window.adsbygoogle || []).push({}); I've seen this done before on the Dodgeball gamemode and I Was wondering if someone wouldn't mind giving me a helping hand, I am a noob. :(
So I have the glitched knife, I guess you could call it self.spawnWeapons[0] = "knife_mp"; //Primary as a spawning weapon and I was wondering if someone knew how to chuck on the Ce_Digital camo on it by default and everytime a player spawned. As I said I am a noob but I am slowly getting into edits for private use and I would like to know, I don't have to get taught but a code or something would be nice.
Thanks to anyone that can help.
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10-02-2015, 11:23 AM #2
it took me forever to find this for my gamemode "Haunted" you want to change from "knife_held_mp" to "knife_mp"
call it like this
    self giveweapon "knife_mp";


as for the camo and the glitched knife at the same time do it like this then

    self giveWeapon("knife_mp",0,true(38,0,0,0,0));


See Where the "38" is you change that to change the camo. all the camos go from like 1-50 depending on how many camos are in the game.
go to create a class and go to put a camo on your gun, and count from the first camo to the camo you want so say if the camo is 3 camos away from the first you put 4 instead of 38.
1 is dev gru and 15 is gold thats all i can remember.
Hope this helped Smile
10-02-2015, 11:24 AM #3
im guessing you are doing this for zombieland by the looks of it so you could also do it in this format if you need

    self.spawnWeapons[0] = ("knife_mp",0,true(38,0,0,0,0));
10-02-2015, 11:41 AM #4
Budda_Jacob
I am error
Originally posted by OfficialCoolJay View Post
it took me forever to find this for my gamemode "Haunted" you want to change from "knife_held_mp" to "knife_mp"
call it like this
    self giveweapon "knife_mp";


as for the camo and the glitched knife at the same time do it like this then

    self giveWeapon("knife_mp",0,true(38,0,0,0,0));


See Where the "38" is you change that to change the camo. all the camos go from like 1-50 depending on how many camos are in the game.
go to create a class and go to put a camo on your gun, and count from the first camo to the camo you want so say if the camo is 3 camos away from the first you put 4 instead of 38.
1 is dev gru and 15 is gold thats all i can remember.
Hope this helped Smile

Sick, so now it is time for camo digging haha I'm just gonna assume that this is the same template for all the weapons and thanks alot and yeah it is for Zombieland
I actually downloaded Haunted about 10 minutes ago and was going to give that a try with some friends after I was done with my project haha!
10-02-2015, 01:01 PM #5
Originally posted by OfficialCoolJay View Post
im guessing you are doing this for zombieland by the looks of it so you could also do it in this format if you need

    self.spawnWeapons[0] = ("knife_mp",0,true(38,0,0,0,0));


Uhm, do you think that would actually work? I mean, I haven't done much GSC shit, but that looks rather incorrect
10-02-2015, 01:54 PM #6
i have done this before should work^
10-02-2015, 02:19 PM #7
Budda_Jacob
I am error
Originally posted by John View Post
Uhm, do you think that would actually work? I mean, I haven't done much GSC shit, but that looks rather incorrect


Originally posted by OfficialCoolJay View Post
i have done this before should work^


Yeah I froze, not sure but as soon as I remove this code I stop freezing haha
10-02-2015, 02:28 PM #8
Originally posted by Jacob View Post
Yeah I froze, not sure but as soon as I remove this code I stop freezing haha


Yeah, that was the cause of it. You can't have things like that, your game would think it's an array, so it's like you're calling
self.idkAnArray = { "knife_mp", 0, true, (38,0,0,0,0) };
self giveWeapon(self.idkAnArray);
Rather than each object in the array being passed as a parameter, they're all being passed into one parameter, as a structure. You could create a method to handle this though
10-02-2015, 02:37 PM #9
Budda_Jacob
I am error
Originally posted by John View Post
Yeah, that was the cause of it. You can't have things like that, your game would think it's an array, so it's like you're calling
self.idkAnArray = { "knife_mp", 0, true, (38,0,0,0,0) };
self giveWeapon(self.idkAnArray);
Rather than each object in the array being passed as a parameter, they're all being passed into one parameter, as a structure. You could create a method to handle this though


self initGiveWeap("judge_mp+reflex+silencer", "", 38, 0);
^Thoughts?
10-02-2015, 03:15 PM #10
Originally posted by Jacob View Post
self initGiveWeap("judge_mp+reflex+silencer", "", 38, 0);
^Thoughts?


Post the code for initGiveWeap

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