So, a friend and myself have been trying to get last prop standing to work, (for those who dont know, it gives the last prop alive a weapon to kill hunters.) We can't manage to figure out how to allow the damage to hunters, by props... here what we have so far;
For the init.lua file, on line 76, we have the following
function GM:PlayerCanPickupWeapon(pl, ent)
local prop_alive = {}
for k,pl in pairs( team.GetPlayers(TEAM_PROPS) ) do
if pl:Alive() then table.insert( prop_alive, pl ) end
end
if pl:Team() == TEAM_PROPS && table.Count(prop_alive) == 1 then
return true
end
if pl:Team() == TEAM_HUNTERS then
return true
end
return false
end
and for class_prop we have;
-- Called by spawn and sets loadout
function CLASS:Loadout(pl)
--Last Prop Standing
pl.IsLastProp = true // Setting the variable for the player.
pl:Give("m9k_winchester73")
pl:CrosshairEnable()
end
now, we saw that on line 63 of the Init file, we have
-- Called when an entity takes damage
function EntityTakeDamage(ent, dmginfo)
local att = dmginfo:GetAttacker()
if GAMEMODE:InRound() && ent && (ent:GetClass() != "ph_prop" && ent:GetClass() != "func_breakable" && ent:GetClass() != "prop_door_rotating" && ent:GetClass() != "prop_dynamic*") && !ent:IsPlayer() && att && att:IsPlayer() && att:Team() == TEAM_HUNTERS && att:Alive() then
att:SetHealth(att:Health() - HUNTER_FIRE_PENALTY)
if att:Health() <= 0 then
MsgAll(att:Name() .. " felt guilty for hurting so many innocent props and committed suicide\n")
att:Kill()
end
end
end
hook.Add("EntityTakeDamage", "PH_EntityTakeDamage", EntityTakeDamage)
We figure this is where we'd put it.....yet we cant figure out what to do to allow the props to kill the hunters...
This is the last spot i know to check, and it may be a long shot, but id greatly appreciate any, and all the help you guys can give me, thank you in advance, and have a good day/night.
ill check on this periodically for any responses.