Test 1 Results:
Door $750 - Huds:
fail, Activate:
fail
Door $1000 - Huds:
fail, Activate:
fail
Barrior $750 - Huds:
fail, Activate:
fail
Barrior $1000 - Huds:
fail, Activate:
fail
G36C - Huds:fail, Pick Up:fail
P90 - Huds:
work, Pick Up:
fail
870P1 - Huds:
work, Pick Up:
fail
Ak-47 - Huds:
work, Pick Up:
fail
Granade - Huds:
fail, Pick Up:fail
M29A - Huds:
fail, Pick Up:
fail
I have no idea why the Pick Ups for the working models dont work. They effectively run these commands:
:state=10:globalvar=1,decvar=(Weapon Amount),activatetarget=13,playertake,coloff,plrsound=audiobankmiscping.wav,hudshow=itemprompt,hudfadeout=itemprompt,state=1
It runs the show hud (Picked Up Item), the amount, the decrease in amount of money, but you dont actually pick up the weapon... It should work perfectly... Any idea whats wrong anyone?
For all weapons the hud showing insufficient funds works, but the one asking to buy the weapon doesnt. I just need to identify the differences in the huds for a successful hud on ALL weapons. Im not too bothered about the doors and barriors because shadowfire says he has the barriors and doors working fine.
Test 2 Results:
Door $750 - Huds:
fail, Activate:
fail
Door $1000 - Huds:
fail, Activate:
fail
Barrior $750 - Huds:
fail, Activate:
fail
Barrior $1000 - Huds:
fail, Activate:
fail
G36C - Huds:
work, Pick Up:
fail
P90 - Huds:
work, Pick Up:
fail
870P1 - Huds:
work, Pick Up:
fail
Ak-47 - Huds:
work, Pick Up:
fail
Granade - Huds:
work, Pick Up:fail
M29A - Huds:
work, Pick Up:
fail
Im going to compare the weapon.fpi script with the weapon scripts here and hopefully find a solution. Third test result comming soon.
Test 2 Results:
Door $750 - Huds:
fail, Activate:
fail
Door $1000 - Huds:
fail, Activate:
fail
Barrior $750 - Huds:
fail, Activate:
fail
Barrior $1000 - Huds:
fail, Activate:
fail
G36C - Huds:
work, Pick Up:
work
P90 - Huds:
work, Pick Up:
work
870P1 - Huds:
work, Pick Up:
work
Ak-47 - Huds:
work, Pick Up:
work
Granade - Huds:
work, Pick Up:
work
M29A - Huds:
work, Pick Up:
work
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