Mercenary Posted June 25, 2003 Share Posted June 25, 2003 I want to prevent weapons obtained on a previous level from being carried-over to the next, how do you do this? Link to comment Share on other sites More sharing options...
tFighterPilot Posted June 25, 2003 Share Posted June 25, 2003 It's a simple scripting. Link to comment Share on other sites More sharing options...
Mercenary Posted June 25, 2003 Author Share Posted June 25, 2003 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" ); Link to comment Share on other sites More sharing options...
Kengo Posted June 25, 2003 Share Posted June 25, 2003 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. Link to comment Share on other sites More sharing options...
Mercenary Posted June 25, 2003 Author Share Posted June 25, 2003 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. Link to comment Share on other sites More sharing options...
Kengo Posted June 25, 2003 Share Posted June 25, 2003 Makes a change for me to be able to help you for once Link to comment Share on other sites More sharing options...
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