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FPSC Classic Product Chat / Player has weapon, even though he shouldn't

Author
Message
TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 22nd Aug 2008 19:46
Hi, I did a search and couldn't find anything so here goes...

When I want the player to enter a "non-fight" level, I put on the start marker that the player does NOT have a weapon. This works fine if the very first level of the game is non-combative.

But, when I do it for other levels that follow a combat level, the player starts with whatever weapon they had in their hand in the last level (even though I set them to enter that new level with no weapon).

Is there any workaround to this?

Thanks

TechGirl
(Yes, I'm really female!)
Frankie Pawnage5
16
Years of Service
User Offline
Joined: 14th May 2008
Location: squidwards nose
Posted: 22nd Aug 2008 19:48
well, all i can think of is that if you hit 0 you just put away all your weapons.
you can maybe just do that at the start of the level.

dude if you really want a turkey sandwich, then make one, and make ham.sdaF?
TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 22nd Aug 2008 19:55
Yes, I understand that if you hit 0 is holsters the weapon. What I am asking for is that the player doesn't even have a weapon in their hand when they enter that level...It works for level 1 of a game, but not the rest...

Thanks

TechGirl
(Yes, I'm really female!)
CoffeeGrunt
17
Years of Service
User Offline
Joined: 5th Oct 2007
Location: England
Posted: 22nd Aug 2008 19:56
Well, that doesn't mean that the player will......

Look in the Scripts board, there's a system by a guy called Flatlander that allows you to drop all the player's weapons at the end of the level......

Or you could use Ply's Mod, and add an Always Active entity with the below script to make the player's gun always hidden, (will only work with Ply's Mod V1.07+).....



Little Bill
16
Years of Service
User Offline
Joined: 18th Jun 2008
Location: UK
Posted: 22nd Aug 2008 20:22
Or a mod with Airmod and have the player start in a triggerzone with the reset weapons command.

Windows XP Home Edition SP3 - Intel(R) Pentium(R) D CPU 2.80GHz (2 CPUs) - 2GB RAM - NVIDIA GeForce 7300LE
MnM
16
Years of Service
User Offline
Joined: 22nd Aug 2008
Location:
Posted: 22nd Aug 2008 20:32
I know what you mean. The option is there, to have the player armed or disarmed for any given level (via Start Marker). But this option doesn't seem to work past the first level.

The player seems to have all weapons and all accumulated ammo from every previous level.

I hope this is fixed in the next upgrade

MnM

"Very funny Scotty, Now will you beam down my clothes?!"
TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 25th Aug 2008 17:08
So, is this a bug that I should put on the other board or is there a reason they can only have no weapon on the first level only? If so, why even have that option on the start marker?

Really want to figure this out, thanks!

TechGirl
(Yes, I'm really female!)
sonicreator 2006
19
Years of Service
User Offline
Joined: 3rd Sep 2005
Location: Press F5
Posted: 25th Aug 2008 17:11
Use AirMod and just use the reset weapons script. It works perfectly fine.

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