I_Jedi Posted July 1, 2010 Share Posted July 1, 2010 This will likely be an easy question, but I don't know how to do it: How do I change the player's force powers in SP in a custom mod and map? I tried to use the set command in BehavEd, but it seems impossible to add any kind of force powers, because all force powers are immediately set to 0 when I start my mod via .bat. My failed attempts used the "SET_FORCE_[forcepower]_LEVEL" parameter. Thanks if you answer this question. Link to comment Share on other sites More sharing options...
New_New_New Posted July 1, 2010 Share Posted July 1, 2010 Well, I always do it this way: - put an info_payer_start into new map - target info_player_start to target_scriptrunner - set in target_scriptrunner key usescript with value script_folder/name_of _the_start_script (for example new_scripts/start_level) - compile map - open BehavEd and write such script (for example): //Generated by BehavEd rem ( "script run at start of level" ); rem ( "set up force powers and weapons" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "2" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "1" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@SABER_STYLES*/ "3" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "2" ); } - name it (for example level_start) - compile it and put in script folder (for example new_scripts) - put all new files into .pk3 (of course new map must be in maps folder in that pack and new_scripts folder must be in scripts folder (as in assets packs)) and put a new .pk3 into "base" directory - to run my map I use command devmap or change newgame.ui (and newgame_first.ui) to run my map when start a new game... And it always works fine. So I don't know, may be there is some problem in your .bat file? P.S. Sorry for my English... Link to comment Share on other sites More sharing options...
I_Jedi Posted July 1, 2010 Author Share Posted July 1, 2010 Thanks! It seems that the problem was that I had a trigger brush around the info_player_start and used that. I didn't use the info_player start itself. Link to comment Share on other sites More sharing options...
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