Trying this under OnPlayerWeaponShot - Doesn't seem to work.
#4

If the ammo is 0, then the weapon gets "trashed". The player looses the weapon when they run out of ammo, so therefore it wouldn't be called.

The exception would be weapons such as MP5, where you can fire multiple shots, and it'd be shooting a few extra(due to lag?) after the initial shot(s) were actually fired.

Note, you should return 0 if you don't want bullets to go through and sync to the server(and give damage, etc.).

A work-around for this would to be monitoring players with low weapon ammo, and freezing the weapon usage upon having 1 ammo round left.
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