Droping Weapons Trigger?
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Droping Weapons Trigger?
Yep... another n00b question >.<
The map I have created is in a jail setting, and I added underground network ect ect, hid weapons over the area...
Thing is when the allies spawn they have weapons, usually I jest say to every one drop your weapons to the axis, but currently we all want it to automatically drop are weapons,
So I?m asking on how to make a trigger, that makes it when the player spawns in a certain area (namely jail spawn) they drop all there weapons and cant pick them back up
(NOTE, lets say a allied FINDS a weapon, and he re-enters the jail<Not spawn, enter> I do NOT want it to drop jest because he ENTERD the area)
Could any one tell me how to do this?
Thanks
The map I have created is in a jail setting, and I added underground network ect ect, hid weapons over the area...
Thing is when the allies spawn they have weapons, usually I jest say to every one drop your weapons to the axis, but currently we all want it to automatically drop are weapons,
So I?m asking on how to make a trigger, that makes it when the player spawns in a certain area (namely jail spawn) they drop all there weapons and cant pick them back up
(NOTE, lets say a allied FINDS a weapon, and he re-enters the jail<Not spawn, enter> I do NOT want it to drop jest because he ENTERD the area)
Could any one tell me how to do this?
Thanks
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
something like that, maybe. if there was a trigger_multiple doing this where players spawn, this would help. Plus another trigger multiple just outside the cell which would set a variable remembering that he has left the cell or whatever spawnplace before and deactivating the takeall trigger for that player.lizardkid wrote:parm.other takeall
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
errrm, no, this would take weapons for of all players entering the cell for the 1st time, bad for axisjv_map wrote:No just use trigger_multipleall (!) in combination with takeall... set a variable for the player when weapons have been taken so the script won't take again... just reset the variable when player dies and you're done
but why a trigger_multipleall instead of trigger_multiple? Don't get the difference
Did u know that this is the only post with the word 'trigger_multipleall'?!
Ok... thanks for all the replies, they?ve kind of told me that I got to make a trigger multiple and have it kind of pop out the door a little... I got that but you guys never told me what to put in its values lol...
And remember this is Team Death Match, and if I do have to script could some one give me an example of what it would look like with all the other things
Thanks
And remember this is Team Death Match, and if I do have to script could some one give me an example of what it would look like with all the other things
Thanks
ok. try this.
it's map, bsp and script. didn't test it in mp, so dunno what could happen there... Here's the scriptIn the map there is: in the cell a trigger_multipleall with targetname/unarmtrigger and setthread/unarm and in the cell's door, there's another trigger_multipleall with targetname/keepweapontrigger and setthread/keepweapon
Hopefully someone who can script better will tell u how it should be done
it's map, bsp and script. didn't test it in mp, so dunno what could happen there... Here's the script
Code: Select all
main:
level waittill prespawn
level waittill spawn
end
keepweapon:
$keepweapontrigger nottriggerable
level.player = parm.other
level.player.keepweapon = 1
$keepweapontrigger triggerable
wait .5
end
unarm:
$unarmtrigger nottriggerable
level.player = parm.other
if !(level.player.keepweapon)
{
level.player takeall
}
wait .5
$unarmtrigger triggerable
endHopefully someone who can script better will tell u how it should be done

