1. This forum is ARCHIVED! Visit the new Cloud Sixteen forums, codename Eden, at https://eden.cloudsixteen.com. These forums will remain archived for a few months before being closed down, so try to encourage plugin developers to begin moving their content across to the new forums.
Dismiss Notice
Hi Guest, you need a Steam account to register and post on these forums. Login with Steam at the top of the forums to get started!
Dismiss Notice
Hi Guest, do you want to buy HL2RP or another Clockwork schema? Visit the Cloud Sixteen Store to get started!

Combine Locks

Discussion in 'Discussion' started by 003390501570513, Jan 7, 2013.

  1. Cannot seem to find the line(s) to add access to additional faction/class to lock and unlock the Combine Locks. Does anyone know how to give another class/faction access to this capability without having to identify them as "IsCombine"?
     
  2. Warjekk

    Warjekk Games Development Student

    Go to: cwHL2RP\schema\entities\entities\cw_combinelock\init.lua

    Line 218 is:
    Code:
    if (!Schema:PlayerIsCombine(activator) and activator:GetFaction() != FACTION_ADMIN) then
    Change to:
    Code:
    if (!Schema:PlayerIsCombine(activator) and activator:GetFaction() != FACTION_ADMIN) and activator:GetFaction() != FACTION_YOURFACTION then
    It'll be overwritten if cwHL2RP updates, but it's a fix for now (it's all I can find so far). Haven't tested it mind.
     
  3. Spencer

    Spencer Spencer Sharkey

    Doesn't a hook get called to see if the players can access it?

    Edit: Nope.
     

Previous Readers (Total: 0)