SetDisabledWeapons
#6

Quote:
Originally Posted by sizeof(Sky));
Quote:
Originally Posted by Seif_
Quote:
Originally Posted by sizeof(Sky));
It's removed, but seif did make an include (I believe it was an include) that makes the functions over again.
However my script literally disables the weapon, it doesn't desynchronize it.
Which is basically the same thing. ^_^; (Serves the same purpose)
Not quite...

Disabled Camera made for an exciting thing, Now with Seifs include, it'll not be selectable.

With the old setup, You could give people disabled weapons, and they'd run around thinking that they were attacking people, Yet they weren't doing nothing...


Goddamn admins made me look like I was crazy running round with imaginary chainsaws like flippen Homer Simpson.... "I got a chainsaw" *Ruuuunnnnnn ruuiinnnn riinnnnnnn*...
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Messages In This Thread
SetDisabledWeapons - by [LNL]Remulis - 13.11.2009, 22:26
Re: SetDisabledWeapons - by Balon - 13.11.2009, 22:27
Re: SetDisabledWeapons - by Correlli - 13.11.2009, 22:27
Re: SetDisabledWeapons - by (.Aztec); - 13.11.2009, 22:40
Re: SetDisabledWeapons - by (.Aztec); - 13.11.2009, 23:37
Re: SetDisabledWeapons - by Sew_Sumi - 14.11.2009, 06:10
Re: SetDisabledWeapons - by [LNL]Remulis - 14.11.2009, 13:54
Re: SetDisabledWeapons - by Correlli - 14.11.2009, 13:58
Re: SetDisabledWeapons - by Danny_Costelo - 14.11.2009, 16:36
Re: SetDisabledWeapons - by Correlli - 14.11.2009, 16:46

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