Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
ENT.WeaponUsed= "cw_ar15" -- name of the swep that the case is for
^ this variable already lets us know what weapon class it is, so you can just get it's data by doing:
local wepData = weapons.GetStored(self.WeaponUsed)
and then assign SwepName, AmmoUsed and AmmoAmountToGive like this:
self.SwepName = wepData.PrintName
self.AmmoUsed = wepData.Primary.Ammo
self.AmmoAmountToGive = wepData.Primary.ClipSize
you'd need to put this in a shared ENT:Initialize hook, the entire code snippet (which is pseudo-code, but it should work) would look like this:
ENT:Initialize()
-- do stuff that your cases do
local wepData = weapons.GetStored(self.WeaponUsed)
self.SwepName = wepData.PrintName
self.AmmoUsed = wepData.Primary.Ammo
self.AmmoAmountToGive = wepData.Primary.ClipSize
end
and bam, now you only have to enter 1 variable (instead of 4), and the rest would be handled for you
this way you'll reduce the amount of code needed to enter to just 1 variable, and it also means that if there are changes to the weapon code at any time in the base CW 2.0 pack or elsewhere (ie. weapon name change, mag size change, caliber change, etc.) you don't have to change anything at all in your case code
This is perfect, thank you just, I will defenitly use this. I am still new to lua so I will accept all advice given, even to a professional such as yourself.
The new code is already implemented, go nuts.
i ask permission to upload this for use as an pseudo-shipment of sorts.