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weapons carry-over


Mercenary

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Posted

What simple scripting does this?

 

Here's my script

 

//Generated by BehavEd

 

rem ( "=============================" );

 

task ( "step1" )

{

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam_view1", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam_view1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 800.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam_view2", ORIGIN)$, 6000 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam_view2", ANGLES)$, < 0.000 0.000 0.000 >, 6000 );

wait ( 6000.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam_view3", ORIGIN)$, 6000 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam_view3", ANGLES)$, < 0.000 0.000 0.000 >, 6000 );

wait ( 6000.000 );

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam_view4", ORIGIN)$, 2000 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam_view4", ANGLES)$, < 0.000 0.000 0.000 >, 2000 );

wait ( 2000.000 );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

}

 

dowait ( "step1" );

remove ( "kylecin" );

 

task ( "step2" )

{

rem ( "=============================" );

rem ( "Declare and setup variables" );

declare ( /*@DECLARE_TYPE*/ FLOAT, "plat_location" );

set ( "plat_location", "0" );

declare ( /*@DECLARE_TYPE*/ FLOAT, "cryo_count" );

set ( "cryo_count", "0" );

declare ( /*@DECLARE_TYPE*/ FLOAT, "pipe_off" );

set ( "pipe_off", "0" );

declare ( /*@DECLARE_TYPE*/ FLOAT, "autosaveobj" );

set ( "autosaveobj", "0" );

rem ( "=============================" );

}

 

dowait ( "step2" );

rem ( "Setup Kyle" );

rem ( "=============================" );

 

affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@FORCE_LEVELS*/ "0" );

set ( /*@SET_TYPES*/ "SET_ARMOR", 50 );

}

 

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KEJIM_POST_OBJ1" );

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KEJIM_POST_OBJ2" );

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KEJIM_BASE_OBJ1" );

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KEJIM_BASE_OBJ2" );

Posted

I think in the info_player_start entity options is a tick box for continuing with previojus weapons. If its unticked then you won't carry over. I believe there is also one for unarmed, tick that as well and you'll have nothing at the start of the level.

Posted

Thanks Kengo! That worked. I had to check noweapon and uncheck stun_baton and give the bryar_pistol and baton with a script. I read the entities definition in the info_player_start window and it says if the stun_baton is checked all weapons will carry over. Obviously, that was the cause. :)

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