Posted November 5, 2015 This script allows you to change the grenade capacity of maps depending on map type and game variant name. Setting the initial grenades values of a map will also bypass that map's scenario tag's starting equipment settings (i.e. Plasma or No Grenades), like on Blood Gulch on a non-CTF gametype. Download (SAPP): grenade_capacity.lua WaeV likes this Share this post Link to post Share on other sites
Posted November 5, 2015 Lol This script allows you to change the grenade capacity of maps depending on map type and game variant name. Setting the initial grenades values of a map will also bypass that map's scenario tag's starting equipment settings (i.e. Plasma or No Grenades), like on Blood Gulch on a non-CTF gametype. Download (SAPP): grenade_capacity.lua Why'd you edit your post? No offense intended https://www.twitch.tv/krazychic Share this post Link to post Share on other sites
Posted February 15, 2016 I've installed this script inside the sapp/lua folder, but it's not working.. hopefully I'm doing this right ? 1. Placed this inside the sapp init file lua 1 lua_load grenade_capacity.lua 2. Edited the lua file as follows: GRENADES_OVERRIDES = { ["ratrace"] = { ["shotguns"] = { ["maximum"] = {2,0}, ["initial"] = {2,0} }, ["melee"] = { ["maximum"] = {0,0}, ["initial"] = {0,0} } }, ["beavercreek"] = { ["shotguns"] = { ["maximum"] = {2,0}, ["initial"] = {2,0} } }, } Am I missing something else ? Any help appreciated, cheers Share this post Link to post Share on other sites
Posted February 15, 2016 lua 1 lua_load grenade_capacity.lua Hello and welcome to Open Carnage. You're not supposed to put ".lua" in lua_load. Just put "lua_load grenade_capacity". Share this post Link to post Share on other sites
Posted February 16, 2016 Nice script, I already got the result I wanted (4-frag starts) via the event system 'event_spawn nades $n 4 0' or something like that, but I can see how this can be useful if you want to limit grenade capacity. Share this post Link to post Share on other sites
Posted February 16, 2016 Thx for that and the warm welcome.. it's working now - great script too, so many thx for that This is all new for me, so a good tutorial on using sapp etc would be great - I have the 1.4 manual, but there seems to be more added to sapp since then, but no detailed info on how to set things up + what info goes into which file etc etc.. a noobs guide would be a great help ! Also re. stunt_man's last post - how can I use events to limit the number of frag pickups ie. number available and also the times between spawns ? I'm trying to cut down on spam naders on small maps.. ratrace, creek etc. Thx again Share this post Link to post Share on other sites
Posted February 16, 2016 You can read the documentation here: http://halo.isimaginary.com/ NeX likes this Share this post Link to post Share on other sites
Posted February 16, 2016 Got that thx. But nvm, I figured to edit the map with HMT for the frag spawn times etc.. all working good now Thx again. Share this post Link to post Share on other sites
Posted February 16, 2016 Got that thx. But nvm, I figured to edit the map with HMT for the frag spawn times etc.. all working good now Thx again. Feel free to correct me if I'm wrong, but that won't sync, right? NeX likes this Share this post Link to post Share on other sites
Posted February 16, 2016 Feel free to correct me if I'm wrong, but that won't sync, right? It will as its part of the server's scenario starting equipment which affects the bipeds and those do sync. It's a nasty was to do it, and scripting it or using SAPP events is a much better solution Share this post Link to post Share on other sites