You already own this scripted_weapon!

Discuss Certain Aspects of Mapping, Modeling, and Coding.
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fug4life
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You already own this scripted_weapon!

Post by fug4life » Mon Jul 05, 2010 9:38 am

Ok, I have 3 scripted weapons, all named differently and all use different w_ & v_ models.

I've given them their own sounds though all 3 weapons use some shared hl2 sounds.

Also they all use roughly the same weapon icons and texture info in the script (i.e ar2 associated icons).

I've moved the bucket positions around aswell.

So the problem is if I'm holding all three guns and drop all three and then try to pick up all three, one of them is usually just counted as extra ammo and no longer shows or is selectable.

And when I try to respawn it via console it says I already have it.

The oly way to respawn it again is to make sure I'm not holding the other two.

Anyone please any tips/advice/ideas? Its driving me a little crazy!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Post by fug4life » Mon Jul 05, 2010 9:04 pm

nvm fixed.

It seems any names (custom_) remotely similar will cause conflicts.

for instance:
custom_f1, custom_f1_lmg, custom_f1_lmg_s (will cause issues).

so will: custom_f1, custom_f1lmg, custom_f1lmgs (will also cause issues).

Instead it must be like this:

custom_f1, custom_lmg, custom_s_lmg

That was annoying to discover, but happy its sorted!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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Suppercut
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Post by Suppercut » Wed Jul 14, 2010 2:48 am

Might be a bit late but it's most likely due to the fact that each weapon name has a part of another weapon's name, meaning if you have two weapons, weapon_lol and weapon_lolife, searching for weapon_lol will also hit weapon_lolife, because weapon_lolife.
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