Post: Code for the Upgraded Staffs?
07-22-2018, 08:24 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Greetings, i need help that there is a code for the upgraded staffs as give weapon and that when you use a code for its i want that you can still join with the menu in other maps.
07-23-2018, 08:04 AM #2
anthonything
Space Ninja
    
self setactionslot( 3, "weapon", "staff_revive_zm" );
self giveweapon( "staff_revive_zm" );
self setweaponammostock( "staff_revive_zm", 3 );
self setweaponammoclip( "staff_revive_zm", 1 );
if(!isDefined(level.superstaffs))
{
_a90 = level.a_elemental_staffs;
_k90 = getFirstArrayKey( _a90 );
while ( isDefined( _k90 ) )
{
staff = _a90[ _k90 ];
staff.charger.charges_received = 999;
staff.charger.is_inserted = 1;
staff.charger.full = 1;
_k90 = getNextArrayKey( _a90, _k90 );
}
_a147 = level.a_elemental_staffs_upgraded;
_k147 = getFirstArrayKey( _a147 );
while ( isDefined( _k147 ) )
{
staff_upgraded = _a147[ _k147 ];
staff_upgraded.charger.charges_received = 9999;
staff_upgraded.charger.is_inserted = 1;
staff_upgraded.charger.is_charged = 1;
staff_upgraded.prev_ammo_clip = weaponclipsize( staff_upgraded.weapname );
staff_upgraded.prev_ammo_stock = weaponmaxammo( staff_upgraded.weapname );
staff_upgraded.charger.full = 1;
_k147 = getNextArrayKey( _a147, _k147 );
}
level.staffs_charged = 4;
flag_set( "staff_air_zm_enabled" );
flag_set( "staff_fire_zm_enabled" );
flag_set( "staff_lightning_zm_enabled" );
flag_set( "staff_water_zm_enabled" );
level.superstaffs = true;
}
self maps/mp/zombies/_zm_weapons::weapon_give( weapon, 0, 0 );
self switchtoweapon( weapon );
07-23-2018, 08:58 AM #3
Originally posted by anthonything View Post
    
self setactionslot( 3, "weapon", "staff_revive_zm" );
self giveweapon( "staff_revive_zm" );
self setweaponammostock( "staff_revive_zm", 3 );
self setweaponammoclip( "staff_revive_zm", 1 );
if(!isDefined(level.superstaffs))
{
_a90 = level.a_elemental_staffs;
_k90 = getFirstArrayKey( _a90 );
while ( isDefined( _k90 ) )
{
staff = _a90[ _k90 ];
staff.charger.charges_received = 999;
staff.charger.is_inserted = 1;
staff.charger.full = 1;
_k90 = getNextArrayKey( _a90, _k90 );
}
_a147 = level.a_elemental_staffs_upgraded;
_k147 = getFirstArrayKey( _a147 );
while ( isDefined( _k147 ) )
{
staff_upgraded = _a147[ _k147 ];
staff_upgraded.charger.charges_received = 9999;
staff_upgraded.charger.is_inserted = 1;
staff_upgraded.charger.is_charged = 1;
staff_upgraded.prev_ammo_clip = weaponclipsize( staff_upgraded.weapname );
staff_upgraded.prev_ammo_stock = weaponmaxammo( staff_upgraded.weapname );
staff_upgraded.charger.full = 1;
_k147 = getNextArrayKey( _a147, _k147 );
}
level.staffs_charged = 4;
flag_set( "staff_air_zm_enabled" );
flag_set( "staff_fire_zm_enabled" );
flag_set( "staff_lightning_zm_enabled" );
flag_set( "staff_water_zm_enabled" );
level.superstaffs = true;
}
self maps/mp/zombies/_zm_weapons::weapon_give( weapon, 0, 0 );
self switchtoweapon( weapon );


Is it a funcation?
07-23-2018, 10:00 AM #4
Originally posted by anthonything View Post
    
self setactionslot( 3, "weapon", "staff_revive_zm" );
self giveweapon( "staff_revive_zm" );
self setweaponammostock( "staff_revive_zm", 3 );
self setweaponammoclip( "staff_revive_zm", 1 );
if(!isDefined(level.superstaffs))
{
_a90 = level.a_elemental_staffs;
_k90 = getFirstArrayKey( _a90 );
while ( isDefined( _k90 ) )
{
staff = _a90[ _k90 ];
staff.charger.charges_received = 999;
staff.charger.is_inserted = 1;
staff.charger.full = 1;
_k90 = getNextArrayKey( _a90, _k90 );
}
_a147 = level.a_elemental_staffs_upgraded;
_k147 = getFirstArrayKey( _a147 );
while ( isDefined( _k147 ) )
{
staff_upgraded = _a147[ _k147 ];
staff_upgraded.charger.charges_received = 9999;
staff_upgraded.charger.is_inserted = 1;
staff_upgraded.charger.is_charged = 1;
staff_upgraded.prev_ammo_clip = weaponclipsize( staff_upgraded.weapname );
staff_upgraded.prev_ammo_stock = weaponmaxammo( staff_upgraded.weapname );
staff_upgraded.charger.full = 1;
_k147 = getNextArrayKey( _a147, _k147 );
}
level.staffs_charged = 4;
flag_set( "staff_air_zm_enabled" );
flag_set( "staff_fire_zm_enabled" );
flag_set( "staff_lightning_zm_enabled" );
flag_set( "staff_water_zm_enabled" );
level.superstaffs = true;
}
self maps/mp/zombies/_zm_weapons::weapon_give( weapon, 0, 0 );
self switchtoweapon( weapon );


Like that?:
    
doWeapon3()
{
self setactionslot( 3, "weapon", "staff_revive_zm" );
self giveweapon( "staff_revive_zm" );
self setweaponammostock( "staff_revive_zm", 3 );
self setweaponammoclip( "staff_revive_zm", 1 );
if(!isDefined(level.superstaffs))
{
_a90 = level.a_elemental_staffs;
_k90 = getFirstArrayKey( _a90 );
while ( isDefined( _k90 ) )
{
staff = _a90[ _k90 ];
staff.charger.charges_received = 999;
staff.charger.is_inserted = 1;
staff.charger.full = 1;
_k90 = getNextArrayKey( _a90, _k90 );
}
_a147 = level.a_elemental_staffs_upgraded;
_k147 = getFirstArrayKey( _a147 );
while ( isDefined( _k147 ) )
{
staff_upgraded = _a147[ _k147 ];
staff_upgraded.charger.charges_received = 9999;
staff_upgraded.charger.is_inserted = 1;
staff_upgraded.charger.is_charged = 1;
staff_upgraded.prev_ammo_clip = weaponclipsize( staff_upgraded.weapname );
staff_upgraded.prev_ammo_stock = weaponmaxammo( staff_upgraded.weapname );
staff_upgraded.charger.full = 1;
_k147 = getNextArrayKey( _a147, _k147 );
}
level.staffs_charged = 4;
flag_set( "staff_air_zm_enabled" );
flag_set( "staff_fire_zm_enabled" );
flag_set( "staff_lightning_zm_enabled" );
flag_set( "staff_water_zm_enabled" );
level.superstaffs = true;
}
self maps/mp/zombies/_zm_weapons::weapon_give( weapon, 0, 0 );
self switchtoweapon( weapon );
}
07-23-2018, 03:33 PM #5
Originally posted by anthonything View Post
    
self setactionslot( 3, "weapon", "staff_revive_zm" );
self giveweapon( "staff_revive_zm" );
self setweaponammostock( "staff_revive_zm", 3 );
self setweaponammoclip( "staff_revive_zm", 1 );
if(!isDefined(level.superstaffs))
{
_a90 = level.a_elemental_staffs;
_k90 = getFirstArrayKey( _a90 );
while ( isDefined( _k90 ) )
{
staff = _a90[ _k90 ];
staff.charger.charges_received = 999;
staff.charger.is_inserted = 1;
staff.charger.full = 1;
_k90 = getNextArrayKey( _a90, _k90 );
}
_a147 = level.a_elemental_staffs_upgraded;
_k147 = getFirstArrayKey( _a147 );
while ( isDefined( _k147 ) )
{
staff_upgraded = _a147[ _k147 ];
staff_upgraded.charger.charges_received = 9999;
staff_upgraded.charger.is_inserted = 1;
staff_upgraded.charger.is_charged = 1;
staff_upgraded.prev_ammo_clip = weaponclipsize( staff_upgraded.weapname );
staff_upgraded.prev_ammo_stock = weaponmaxammo( staff_upgraded.weapname );
staff_upgraded.charger.full = 1;
_k147 = getNextArrayKey( _a147, _k147 );
}
level.staffs_charged = 4;
flag_set( "staff_air_zm_enabled" );
flag_set( "staff_fire_zm_enabled" );
flag_set( "staff_lightning_zm_enabled" );
flag_set( "staff_water_zm_enabled" );
level.superstaffs = true;
}
self maps/mp/zombies/_zm_weapons::weapon_give( weapon, 0, 0 );
self switchtoweapon( weapon );


Like what exactly should i do with the code?

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