Blue_Lightsaber Posted February 24, 2003 Share Posted February 24, 2003 How do I make my level that you can't take out any weapons? Like in nar shadda streets at the begining. Thanks in advance. Link to comment Share on other sites More sharing options...
Dragarius Posted February 25, 2003 Share Posted February 25, 2003 SP map? Try setting the noweapon flag on your info_player_start entity. Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted February 25, 2003 Share Posted February 25, 2003 HEHEHE Link to comment Share on other sites More sharing options...
Blue_Lightsaber Posted February 25, 2003 Author Share Posted February 25, 2003 Drag I know about that. I just want to know how to make kyle say I don't want start any trouble.....yet. Link to comment Share on other sites More sharing options...
Dragarius Posted February 26, 2003 Share Posted February 26, 2003 That was almost certainly done with scripting. But I do not know the specific mechanics of it. Link to comment Share on other sites More sharing options...
master_thomas Posted February 26, 2003 Share Posted February 26, 2003 I guess the script runners were targeted by a target_random that was target by a trigger_multiple that was triggered by the fire key in that area that was deactivated at the cutscene. You'll have to try that and maybe look in SP scripts. Link to comment Share on other sites More sharing options...
yangyan Posted February 27, 2003 Share Posted February 27, 2003 Originally posted by Dragarius SP map? Try setting the noweapon flag on your info_player_start entity. Lol tht won't work BehavEd is what u need affect kyle and I'm no scripting guy so i think it is set set_dontfire true but do that in behaved. Link to comment Share on other sites More sharing options...
Dragarius Posted February 27, 2003 Share Posted February 27, 2003 First, the noweapon flag on the info_player_start entity does make Kyle spawn with no weapon. Second, SET_DONTFIRE is specified in the ICARUS manual as NPC-Only. This means it will not work for Kyle. The manual also does not specify that weapons are not drawn with SET_DONTFIRE only that they are not fired. What is needed, in the end, is for Kyle to have no weapon in hand and for any attempt to draw a weapon to produce one of the comments as in ns_streets. The script which uses the .mp3 file "I don't want to start any trouble" is ns_streets/force-weapons1.txt. The .mp3 files are used with the tasks for_precaching1, 2, and 3. I am not a behaved expert in any sense. I looked for any other reference to those .mp3 files or for_precaching# and could find nothing in the other scripts for that level. The for_precaching# tasks are never done in any script. This leads me to believe that the terms for_precaching# may be a built-in function for the game. (Just a guess based solely on my not finding the do command for them) The same script does however affect Kyle with the following: set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_LOCK_PLAYER_WEAPONS", /*@BOOL_TYPES*/ "true" ); This appears to give him no weapon in hand (line 2) and lock him with no weapon (line 3). I do not know why they give him the saber first... In conclusion (much-speculation-here-as-this-would-take-a-lot-of-time-I-don't-have-right-now-to-personally-test): Affect Kyle as in the lines above to set him with no weapon and no ability to draw one. Set the audio comments from Kyle as in ns_streets/force-weapons_ns1.txt and hope that the use of comments happens when he tries to pull a weapon. Best I can do on short notice. Link to comment Share on other sites More sharing options...
Dea Posted February 27, 2003 Share Posted February 27, 2003 Originally posted by Dragarius set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_LOCK_PLAYER_WEAPONS", /*@BOOL_TYPES*/ "true" ); This appears to give him no weapon in hand (line 2) and lock him with no weapon (line 3). I do not know why they give him the saber first... It's actually fairly simple, they give him the saber first to make sure that kyle has the saber in his inventory, then they give him the non weapon (wich is selectable with the - key) so that kyle does not have any weapons drawn. Finally, they lock the weapons to disallow the player to switch from the none weapon. All the above is to precashe the sound, to prevent the game from starting to load as soon as the player tries to swich weapons. I've not been able to find a similar setting for force powers, so I assume the lock weapons will also lock those, however if this is not the case you might have to set all force powers to zero temoratily to prevent them from being used. Good luck Link to comment Share on other sites More sharing options...
yangyan Posted March 1, 2003 Share Posted March 1, 2003 Originally posted by Dragarius First, the noweapon flag on the info_player_start entity does make Kyle spawn with no weapon. Second, SET_DONTFIRE is specified in the ICARUS manual as NPC-Only. This means it will not work for Kyle. The manual also does not specify that weapons are not drawn with SET_DONTFIRE only that they are not fired. What is needed, in the end, is for Kyle to have no weapon in hand and for any attempt to draw a weapon to produce one of the comments as in ns_streets. The script which uses the .mp3 file "I don't want to start any trouble" is ns_streets/force-weapons1.txt. The .mp3 files are used with the tasks for_precaching1, 2, and 3. I am not a behaved expert in any sense. I looked for any other reference to those .mp3 files or for_precaching# and could find nothing in the other scripts for that level. The for_precaching# tasks are never done in any script. This leads me to believe that the terms for_precaching# may be a built-in function for the game. (Just a guess based solely on my not finding the do command for them) The same script does however affect Kyle with the following: set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_LOCK_PLAYER_WEAPONS", /*@BOOL_TYPES*/ "true" ); This appears to give him no weapon in hand (line 2) and lock him with no weapon (line 3). I do not know why they give him the saber first... In conclusion (much-speculation-here-as-this-would-take-a-lot-of-time-I-don't-have-right-now-to-personally-test): Affect Kyle as in the lines above to set him with no weapon and no ability to draw one. Set the audio comments from Kyle as in ns_streets/force-weapons_ns1.txt and hope that the use of comments happens when he tries to pull a weapon. Best I can do on short notice. Ahem. I told you i was no Scripter OK? Link to comment Share on other sites More sharing options...
yangyan Posted March 1, 2003 Share Posted March 1, 2003 Or you could spawn a weapon a soon as kyle steps on a trigger_once which spawns a weapon beneath him but that won't do good... Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.