im making a dm map for Spearhead and there's a basement i want players to be in without weapons. as soon as they pass a metal detector they will be able to fight of enemies with only nades and maybe a handgun too !?
#1
I like to know how to strip a player's weapons (all OR all minus his/her handgun) with a trigger_multiple or ... ?
#2
I also like to know how to equip with nades i place on a table ? maybe point me to a thread ot tut, cause I haven't found one yet!
okay you've got your trigger_multiple with a setthread alue of whatever you want it to be, and you just use the take command.... since this is dm and you don't know what weapon they'll have, we jsut take all the primary weapons.... so repeat the following code for all the weapon names you can think of.... i put a bunch in there for good measure.
parm.other take item weapon/enfield.tik
parm.other take item weapon/thompsonsmg.tik
parm.other take item weapon/mp40.tik
parm.other take item weapon/mp44.tik
parm.other take item weapon/bazooka.tik
parm.other take item weapon/sten.tik
actually you might have to experiement with that a little, i've never had reason to take stuff from a palyer but try it out!
thread stripweapons
level waittill spawn
end
stripweapons:
while(1)
{
$strip_trigger waittill trigger
waitframe
parm.other take item weapon/enfield.tik
parm.other take item weapon/thompsonsmg.tik
parm.other take item weapon/mp40.tik
parm.other take item weapon/mp44.tik
parm.other take item weapon/bazooka.tik
parm.other take item weapon/sten.tik
}
end
but no taking away when i for instance had a sten in my hands!
what about
while(1)
{
for (local.i=1;local.i <= $player.size;local.i++)
{
$player[local.i] take item weapon/... ???
$player[local.i] take item weapon/... ???
$player[local.i] take item weapon/... ???
}
waitframe
}
end
i don't know how to do it right
do you , lool, ty
Now, i can ask another Q ?
is there a_good_sound that would do for stripping a player's weapons? can it be played by my trigger_multiple; like $strip_trigger playsound a_good_sound
+
i like to give nades lying on a table.
will
parm.other give item weapon/weaponname.tik
work?
(i can place weapons to take, BUT nades ... you can only hear when picked up, you don't actually have nades)(maybe this is a problem with my SDK? dno :/ )
I read Giving and Taking Stuff from the Player from MOH Miscellaneous Script Documentation.html (located in C:\Program Files\EA GAMES\MOHAA\SDK\docs)
$player ammo type amount (is how to give ammo) (*)
this is how i tried giving one grenade touching a trigger_multiple.
setthread/give_grenade
give_grenade:
$player ammo grenades 1
end
but it didn't work Is there a thread or tut on SUPLYING GRENADES ? addon_playerweapons_german_steilhandgranate spawns a grenade, makes a'sounds, but it doesn't g!ve the item :/
can i get explainations anywhere?
(*) possible types: grenades, pistol, rifle, smg (for sub-machineguns), mg (for machineguns), grenades, shotgun, heavy (for heavy explosive weapons like the bazooka)
parm.other grenade 5 WORKED , all the other didn't
(ps: in MOH Miscellaneous Script Documentation.html it stated 'grenades' is a type .... seems that is wrong, idd, it's 'grenade' that is, like you said!)
so parm.other grenade 5 gives 5 british grenades. what about steilhandgranate ? .... do i have to be a german... or...
give_nade:
waitframe
parm.other ammo grenade 1 // $player ammo type amount (type : grenade, pistol, rifle, smg (for sub-machineguns), mg (for machineguns), grenades, shotgun, heavy (for heavy explosive weapons like the bazooka)
self nottriggerable // so it gives only 1 nade
wait 20
self triggerable // so it can give a nade next time the thread is called
end
Thx for the help guys!
I made a metaldetector
made a script to activate
a red light (script_model (model/fx/dummy.tik) targetname/md_light)
+
show a red corona. (addon_fx_corona_red-bright targetname/md_corona)
+
ofcourse the green trigger_multiple setthread/metaldetector to acivate the thread
im still working on a trigger_push, to force someone to go true - when they go thrue - and forces not being able to go back. this SHOULD be easy ~ angle/value
the trigger_push target/pushhere pushes UP only :/
the angle is not -1 not -2. tried every angle (0,90,...) tried even no angle.
angle/value doesn't work
angles/values( x x x) doesn't work
and trigger_push targets script_origin targetname/pushhere