Lord_Frieza Posted January 25, 2007 Share Posted January 25, 2007 I want it so I can start my map with no weapons but all force powers as they are needed to navigate my map. guns etc can b gained as you procede through the map...no problem! BUT!! i want the player to be able to find his lightsaber later on in the level. when the player picks up his lightsaber later on the game crashes and closes instantly. I've tried info_player_start with the no weapons flag checked = crashes I've tried info_player_start with the stunbaton flag checked = crashes I've tried info_player_start with nothing checked = you get lightsaber at start despite scripting against it. (setting set_weapon - drop/ set_weapon - none doesnt work) you can pick up the lightsaber later on without crash but its pointless as you all ready have it at start (unwantedly) I've tried info_player_start with the keep prev flag checked = you get lightsaber at start despite scripting against it.You can pick up the lightsaber later on without crash but its pointless as you all ready have it at start (unwantedly) I've tried all sorts. I need to find a way to forbid lightsaber activity until you retrieve it but force powers must be used before hand. someone help plz Link to comment Share on other sites More sharing options...
Gug Eyewalker Posted January 29, 2007 Share Posted January 29, 2007 Okay I believe there is a set command for set_saber_off - check in in the Icarus manual. Then apply the various set_weapon commands as normal. This has to be done with a scriptrunner BTW, dont bother with the flags. If you don't know how to write a script let me know. Link to comment Share on other sites More sharing options...
Lord_Frieza Posted January 29, 2007 Author Share Posted January 29, 2007 No, I understand scripting fine thanx, but set_saber_off doesnt actually stop you from having the saber when you start up the map. even if i find a way to start the map without the saber, when the player actually gets his saber later on in the level by finding it, the instant he picks it up the game crashes and by crashes i mean it completely cuts out and goes off without even an error message. hellppppppp lol! Link to comment Share on other sites More sharing options...
Gug Eyewalker Posted January 30, 2007 Share Posted January 30, 2007 What about set_weapon_none ? And then you may consider instead of just placing the saber in the map for pickup - make a trigger that is player usable for a script near the saber - linked to a script that removes the saber and also sets the players saber. If that doesnt work..... in jedi academy completling removing the saber may not be possible, you can, however, substitute a saber with a stun baton. Shadriss did this in his SP mod. (I dissected it) Link to comment Share on other sites More sharing options...
ensiform Posted January 30, 2007 Share Posted January 30, 2007 If you are doing this for MP, the SET_WEAPON cmd is very buggy in MP. IMO it really isn't meant for MP at all. Link to comment Share on other sites More sharing options...
Xandy Posted December 18, 2007 Share Posted December 18, 2007 How about starting them with a custom "dummy" saber model that's invisible (via the skin or being too small to see) and uses it's cfg to make it do no damage, have no sound, etc.? Link to comment Share on other sites More sharing options...
Thor the Bassis Posted December 30, 2007 Share Posted December 30, 2007 To avoid the crashes you could put it in two levels connected by the level change entity (I forget its proper name). In one you have no weapon and in the other you have the lightsaber. Stick in a cutscene to join up the two and you're done. Link to comment Share on other sites More sharing options...
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