Immune
Moderator: Moderators
-
chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
-
dcoshea
- Colour Sergeant
- Posts: 94
- Joined: Thu Mar 04, 2004 3:00 am
- Location: Sydney, Australia
- Contact:
Good idea, except:kai0ty wrote:openings like doors, or openings like hallways?
also u could just force them to holster with
$player holster
It's a toggle, so it will keep holstering and un-holstering every time you call it. Who knows what might happen if you call it every frame or every 0.1 seconds - it might make the gun permanently stay holstered, or it might make it permanently stay out?Game Module Classes documentation for Player wrote:holster
Holsters all wielded weapons, or unholsters previously put away weapons
Maybe 'local.player safeholster 1' could be called in a tight loop (every 0.1 seconds or so) and that would do it?safeholster( Boolean putaway )
Holsters all wielded weapons, or unholsters previously put away weapons
preserves state, so it will not holster or unholster unless necessary
Regards,
David
-
chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
-
Ramah Palmer
- Warrant Officer
- Posts: 131
- Joined: Sun May 25, 2003 10:13 am
- Location: Nottinghamshire: UK
I know this is an old topic but I was searching for something and found it. 
I have this piece of code in my script at the moment...
for(local.i=1;local.i <= $player.size ;local.i++)
{
$player[local.i] holster
$player[local.i] playsound rifle_drop1
$player[local.i] takeall
$player[local.i] item weapons/silencedpistol.tik
$player[local.i] useweaponclass pistol
$player[local.i] ammo silencedpistol 0
}
Which takes all weapons and give the silenced pistol. Could you not place a trigger in the room (or wherever) and use it to take the weapons away as above and then when 'istouching' becomes false give them back? (obviously you would need to somehow record what weapons were being carried to start off with if you want to give the same weapons back).
And could you not make the trigger a 'trigger_nodamage'? Which seems to make players invulnerable when touching it.
Just an idea, although I spend all my time seeking answers not giving them.
I have this piece of code in my script at the moment...
for(local.i=1;local.i <= $player.size ;local.i++)
{
$player[local.i] holster
$player[local.i] playsound rifle_drop1
$player[local.i] takeall
$player[local.i] item weapons/silencedpistol.tik
$player[local.i] useweaponclass pistol
$player[local.i] ammo silencedpistol 0
}
Which takes all weapons and give the silenced pistol. Could you not place a trigger in the room (or wherever) and use it to take the weapons away as above and then when 'istouching' becomes false give them back? (obviously you would need to somehow record what weapons were being carried to start off with if you want to give the same weapons back).
And could you not make the trigger a 'trigger_nodamage'? Which seems to make players invulnerable when touching it.
Just an idea, although I spend all my time seeking answers not giving them.
Mapping is just INCREDIBLY time consuming.
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
