Post: DeathMachines : Rise of the Infected (BETA) by dibsy993
04-20-2012, 06:07 AM #1
DlBSY993
There's 0nly 1..
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The following 8 users say thank you to DlBSY993 for this useful post:

FM|T xR3PMz, KingcreekS, User23434, REZNET \|/, Rin1, TEXAS24_ReStEr, Top_Dog_Uk, xRaW
04-20-2012, 08:26 PM #20
Choco
Respect my authoritah!!
Originally posted by DlBSY993 View Post
I can remove the takeweapon in the .GSC .. Thanks ill fix that Winky Winky

---------- Post added at 07:23 AM ---------- Previous post was at 07:22 AM ----------



I pulled the EBOOT from one of Flamez and derek trotters patch.. So who ever EBOOT that belongs too.


Yea, that's mine :p
04-20-2012, 09:06 PM #21
Murt
< ^ > < ^ >
Originally posted by xYARDSALEx View Post
Suggestion, Make Sure When/If They Accidently Pick Up A Deathmachine Drop, That They Don't Loose It, Cuz I Had A Deathmachine In My Hands In Zombies, And Ran Over A Drop And After Drop Finished, I Lost It, And Yea


i fixed it for him when he asked me on Skype to help him add new things i fixed it ^^ easy
04-20-2012, 10:36 PM #22
xRaW
xI2aW-
Originally posted by Murt View Post
i fixed it for him when he asked me on Skype to help him add new things i fixed it ^^ easy


yeah pretty easy just have a for loop to check your current weapons. Just have something like curwep = self getCurrentWeapon(); and a if .statment like this

if(curwep == "minigun_zm"){ } else { self takeallweapons(); self giveweapon("minigun_zm"); } } or something like that Winky Winky i aint trying it myself but just looks like it would work. All within a forloop so it keeps running

or you could use some of the ingame functions that disable cycling the weapons and shit
04-20-2012, 10:45 PM #23
Murt
< ^ > < ^ >
Originally posted by xRaW View Post
yeah pretty easy just have a for loop to check your current weapons. Just have something like curwep = self getCurrentWeapon(); and a if .statment like this

if(curwep == "minigun_zm"){ } else { self takeallweapons(); self giveweapon("minigun_zm"); } } or something like that Winky Winky i aint trying it myself but just looks like it would work. All within a forloop so it keeps running

or you could use some of the ingame functions that disable cycling the weapons and shit


we have self disableweaopnchange etc and indeed we did try that but we made it do sited of taking mini gun we made it the m1911_zm but that code u gave we will use it on perk use since drinking a perk will bypass the cycle command angles access t any gun ;/
04-20-2012, 10:50 PM #24
xRaW
xI2aW-
Originally posted by Murt View Post
we have self disableweaopnchange etc and indeed we did try that but we made it do sited of taking mini gun we made it the m1911_zm but that code u gave we will use it on perk use since drinking a perk will bypass the cycle command angles access t any gun ;/


Yeah just a simple if statement to run something after it or leave it blank so it runs nothing whilst the code is true otherwise (else) will run the next code which will trigger the if statement
04-20-2012, 10:56 PM #25
Murt
< ^ > < ^ >
Originally posted by xRaW View Post
Yeah just a simple if statement to run something after it or leave it blank so it runs nothing whilst the code is true otherwise (else) will run the next code which will trigger the if statement


indeed , btw you got Skype/ msn/ aim? i wanna tell you smoothing
04-20-2012, 10:57 PM #26
xRaW
xI2aW-
Originally posted by Murt View Post
indeed , btw you got Skype/ msn/ aim? i wanna tell you smoothing

yeah add me mikekemp6
04-20-2012, 11:01 PM #27
Murt
< ^ > < ^ >
Originally posted by xRaW View Post
yeah add me mikekemp6


added Smile talk here
04-21-2012, 01:26 AM #28
itzHaZed
Do a barrel roll!
Looks fun mayne Happy

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