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, 03:18 PM #11
Budda_Jacob
I am error
Originally posted by John View Post
Post the code for initGiveWeap


All g I figured it's not going to work as that is the code after a weapon is bought but I want the starting weapon. Tried to incorporate it still but got a Syntax error so I'm just going to stick to default camos until I learn more! Thanks for the help though
10-02-2015, 03:22 PM #12
Alright, so you want to know how to set a camouflage on a weapon? I'm pretty sure the giveweapon GSC function has a parameter for the camo index, at least on IW/SHG engines it does anyway lol. If you could send me the newest BO2 title image for PS3 along with the .self/.elf ps3 ida plugins I can reverse the GSC function for you and write you a snippet of code to use it.
10-02-2015, 10:47 PM #13
this is how i have mine setup for zombies on zombieland if thats what your going for

    if (status == "zombie")
{
self giveWeapon("knife_mp",0,true(15,0,0,0,0));
self.spawnWeapons[0] = "";
self.spawnWeapons[1] = ""; //Secondary
self.spawnWeapons[2] = ""; //Lethal
self.spawnWeapons[3] = "tactical_insertion_mp"; //Tactical
}


I remove the self.spawnWeapons and leave them blank except tactical_insertion_mp and add
self giveWeapon("knife_held_mp",0,true(15,0,0,0,0)); this give zombies a gold knife
it works. Sorry i must of forgotten that i did it this way, yeah you cant do it like self.spawnWeapons
10-02-2015, 10:58 PM #14
If you're doing it for humans then try this:

    	level.playerspawnweapon = ("fiveseven_mp+tacknife+extbarrel",0,true(15,0,0,0,0)); //Primary
level.playersecondweapon = ("knife_mp",0,true(15,0,0,0,0)); //Knife

if (status == "human")
{
self.spawnWeapons[0] = level.playerspawnweapon;
self switchToWeapon(level.playerspawnweapon);
self.spawnWeapons[1] = level.playersecondweapon
self.spawnWeapons[2] = "";
self.spawnWeapons[3] = "";
self.spawnWeapons[4] = "";

self.primaryWeapon = self.spawnWeapons[0];
self.secondaryWeapon = self.spawnWeapons[1];
}


Is makes it so you can change the camo of the knife you get when you press triangle if you are the human
and the primary gun is also up there showing you how to add attachments and camo to that also Smile
10-03-2015, 02:41 AM #15
Budda_Jacob
I am error
Originally posted by OfficialCoolJay View Post
this is how i have mine setup for zombies on zombieland if thats what your going for

    if (status == "zombie")
{
self giveWeapon("knife_mp",0,true(15,0,0,0,0));
self.spawnWeapons[0] = "";
self.spawnWeapons[1] = ""; //Secondary
self.spawnWeapons[2] = ""; //Lethal
self.spawnWeapons[3] = "tactical_insertion_mp"; //Tactical
}


I remove the self.spawnWeapons and leave them blank except tactical_insertion_mp and add
self giveWeapon("knife_held_mp",0,true(15,0,0,0,0)); this give zombies a gold knife
it works. Sorry i must of forgotten that i did it this way, yeah you cant do it like self.spawnWeapons


Works, thanks bro I really appreciate this! Smile
10-03-2015, 05:01 AM #16
Budda_Jacob
I am error
Just tried that humans weapon camo that you said might work but it didn't it just makes a freeze but I can just do a submenu with free camos instead so I'm not fussed

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