多啦A梦◆ 发表于 2014-1-29 18:09

求教LUA脚本按了insert键在游戏里,枪就无法开枪了

求告诉。。按了之后就无敌了。。让后就不能开枪了。。每个枪只能打一发子弹打了之后要换武器让后打。。让后又换。。,我代码有问题么?


以下是我的代码:
xoxo - Atari

-- player instance
local player = managers.player:player_unit()

--Print message on screen
if managers.hud then
managers.hud:show_hint( { text = "Atari -thank me later" } )
end

-- God Mode
if player then
player:character_damage():set_invulnerable( true )
end

-- money and level
managers.experience:_set_current_level (10)
managers.skilltree:_set_points(999)
managers.money:_add_to_total(99)

-- debug menu
if managers.menu then
      managers.menu:set_debug_menu_enabled(true)
end

-- weapon accessories, colour palettes, mask vinyls
for i=1, 7 do
      managers.lootdrop:debug_drop( 1000, true, i )
end
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )

-- exp
managers.experience:debug_add_points( 2500, false )

-- end mission
game_state_machine:change_state_by_name( "victoryscreen", { num_winners = 2, personal_win = alive( managers.player:player_unit() ) } )

-- give money (around 1,000,000,000)
managers.money:debug_job_completed( 3 )

-- add weapon
local player = managers.player:player_unit()
if player then
      player:inventory():add_unit_by_name( Idstring("units/weapons/mp5/mp5"), false )
      player:inventory():add_unit_by_name( Idstring("units/weapons/r870_shotgun/r870_shotgun"), false )
end

--steam achievement
if managers.achievment then
      for id,_ in pairs(managers.achievment.achievments) do
                managers.achievment:award(id)
      end
end

-- unlock all weapons
local wep_arr = {
      'new_m4',
      'glock_17',
      'mp9',
      'r870',
      'glock_18c',
      'amcar',
      'm16',
      'olympic',
      'ak74',
      'akm',
      'akmsu',
      'saiga',
      'ak5',
      'aug',
      'g36',
      'p90',
      'new_m14',
      'deagle',
      'new_mp5',
      'colt_1911',
      'mac10',
      'serbu',
      'huntsman',
      'b92fs',
      'new_raging_bull',
      'saw'
}

for i, name in ipairs(wep_arr) do
      if not managers.upgrades:aquired(name) then
                managers.upgrades:aquire(name)
      end
end

-- add c4
managers.player:add_special( { name = "c4" } )

-- teleport player
function GameState:freeflight_drop_player( pos, rot )
      if( managers.player ) then
                managers.player:warp_to( pos, rot )
      end
end

-- invulnerable
local player = managers.player:player_unit()
player:character_damage():set_invulnerable( true )

-- ammo and health
local player = managers.player:player_unit()
if alive(player) then
      player:base():replenish()
end

-- ammo
local player = managers.player:player_unit()
player:inventory():set_ammo( 1.0 )

-- gold and santa mask
managers.network.account._masks["santa"] = true
managers.network.account._masks["gold"] = true

-- unlock all masks
managers.blackmarket:_setup_masks()
for mask_id,_ in pairs(tweak_data.blackmarket.masks) do
      Global.blackmarket_manager.masks.unlocked = true
      managers.blackmarket:add_to_inventory("normal", "masks", mask_id, false)
end

-- manager booleans
NewRaycastWeaponBase._get_spread = function(self) return 0 end
NewRaycastWeaponBase.recoil_multiplier = function(self) return 0 end
NewRaycastWeaponBase.fire_rate_multiplier = function(self) return 9999 end
NewRaycastWeaponBase.damage_multiplier = function(self) return 9999 end

PlayerStandard._get_walk_headbob = function(self) return 0 end
PlayerStandard._can_stand = function(self) return true end
PlayerManager.remove_equipment = function(self, equipment_id) end
PlayerInventory.remove_selection = function(self, selection_index, instant) end
PlayerManager.selected_equipment_deploy_timer = function(self) return 0 end
PlayerManager.chk_minion_limit_reached = function(self) return false end
PlayerManager.spread_multiplier = function(self) return 0 end
PlayerMovement.is_stamina_drained = function(self) return false end
PlayerStandard._can_run_directional = function(self) return true end

BaseInteractionExt._has_required_upgrade = function(self) return true end
BaseInteractionExt._has_required_deployable = function(self) return true end
BaseInteractionExt._get_timer = function(self) return 0 end
BaseInteractionExt.can_interact = function(self, player) return true end

-- super jump
PlayerStandard._perform_jump = function(self, jump_vec)
      local v = math.UP * 470
      if self._running then
                v = math.UP * 2000
      end
      self._unit:mover():set_velocity( v )
end

-- everything but weapons
for i=1, 7 do
      managers.lootdrop:debug_drop( 1000, true, i )
end

-- weapon mods
for mod_id,_ in pairs(tweak_data.blackmarket.weapon_mods) do
      tweak_data.blackmarket.weapon_mods[ mod_id ].unlocked = true
      managers.blackmarket:add_to_inventory("normal", "weapon_mods", mod_id, false)
end

-- player armour
PlayerDamage.get_real_armor = function(self)
      return Application:digest_value( 100, false )
end
求告诉!为什么会这样

梅川.内酷 发表于 2014-1-31 19:08

我也是,顺便抢个沙发

多啦A梦◆ 发表于 2014-2-4 09:50

梅川.内酷 发表于 2014-1-31 19:08 static/image/common/back.gif
我也是,顺便抢个沙发

= = 。。。。。。。。。。。。
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