Parachute map

Parachute map

Hammer Mapping — Page [1]
denied
2006 May 6 • 5
20 ₧
Hello again i'm making a map with 2 buildings where the ct an t will spawn, the pleayers have to jump and when they get down they can fight with knife or take a he. The map will work with the amxx parachute plugin

On the map is a scout to, but is more difficult to get, any way if they get it on the next round they still have it, i dont want that, how can I fix this?

Is there a way that the map can perform a comand or somethig? I mean the players have to buy every round the parachute with the say comand "buy_parachute" is there a way to automatize this only on my map?
 
 
 
2006 Jul 20 at 08:53 UTC
SuperJer
Websiteman

2005 Mar 21 • 6663
You can't run commands from the map. Valve probably decided that wasn't very safe. You could do real bad shit.

You can use a player_weaponstrip to take people's weapons away. We've talked a lot about weaponstrips on here already. Search.
 
 
 
2006 Jul 20 at 17:39 UTC
bl00dy^b00t3r
2005 Jun 21 • 107
31 ₧
i have an idea:

when players spawn put a big invisible button on the floor that will activate player_weaponstrip entity so no weapons on next spawn :)
 
 
 
2006 Jul 21 at 20:13 UTC
StaticVision
2006 Jul 18 • 31
18 ₧
>.> Thats my idea
Hehe No.
 
 
 
2006 Jul 21 at 20:19 UTC
denied
2006 May 6 • 5
20 ₧
Another question: I'm trying to make the water transparent like in fy_pool_day, any help?
 
 
 
2006 Aug 25 at 10:03 UTC
SuperJer
Websiteman

2005 Mar 21 • 6663
Make sure its a func_water, set its RenderMode to "Texture" and FXAmount to about "150".

FXAmount "0" = invisible
FXAmount "255" = totally solid
 
 
 
2006 Aug 25 at 16:40 UTC
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