Ok, this is my second question in as many days that I am doubtful is in the right forum. Possibly better in scripting but as I know NOTHING about that I'll place it in here.
Is it possible to have a player spawn in a multiplayer map without any weapons?
Spawn without weapons
Moderator: Moderators
-
Ramah Palmer
- Warrant Officer
- Posts: 131
- Joined: Sun May 25, 2003 10:13 am
- Location: Nottinghamshire: UK
Spawn without weapons
Mapping is just INCREDIBLY time consuming.
yeah this should work:
i may have forgot something, but that should work. 
Code: Select all
while (1)
{
waitframe
$player thread noweapon
}
end
noweapon:
if (self.runningthread == 1)
{
end
}
else
{
self.runningthread = 1
self thread noweaponspawn
}
end
noweaponspawn:
self waittill death
self waittill spawn
self takeall
thread noweaponspawn
end-
Ramah Palmer
- Warrant Officer
- Posts: 131
- Joined: Sun May 25, 2003 10:13 am
- Location: Nottinghamshire: UK
-
Ramah Palmer
- Warrant Officer
- Posts: 131
- Joined: Sun May 25, 2003 10:13 am
- Location: Nottinghamshire: UK
Ok, I'm sorry to dredge up such an old thread but I never did get this working. I put it on the back-burner coz I had plenty of other things to do on my map but now it is almost complete and this has got kind of urgent for me.
I did another search and found some other threads regarding this same topic and I tried every way suggested but nothing seems to work and I always spawn drawing that damned Thompson.
Most of the ways I've seen written involve:
$player takeall
But this just doesn't seem to want to work for me. Can anyone place an example of a working script with this noweapon thing here so I can check I've got everything in the correct places?
Thanks in advance.
I did another search and found some other threads regarding this same topic and I tried every way suggested but nothing seems to work and I always spawn drawing that damned Thompson.
Most of the ways I've seen written involve:
$player takeall
But this just doesn't seem to want to work for me. Can anyone place an example of a working script with this noweapon thing here so I can check I've got everything in the correct places?
Thanks in advance.
Mapping is just INCREDIBLY time consuming.
- CorporalPunishment
- Sergeant
- Posts: 62
- Joined: Mon May 19, 2003 5:25 am
Almost
I have no weapon areas in the spawn parts of my map.
The players spawn on top of a trigger that does "holster" then "takeall"
There are also triggers that remove weapons from players
as they re-enter the spawn part of the base.
So there is no spawn killing possible.
However if you have a primed grenade when the "takeall"
is executed it crashes the server.
Is there a way to safely remove weapons with a trigger?
I'm thinking that an +attack command may throw the grenade
and then do takeall.
Anyone know how to script that?
The players spawn on top of a trigger that does "holster" then "takeall"
There are also triggers that remove weapons from players
as they re-enter the spawn part of the base.
So there is no spawn killing possible.
However if you have a primed grenade when the "takeall"
is executed it crashes the server.
Is there a way to safely remove weapons with a trigger?
I'm thinking that an +attack command may throw the grenade
and then do takeall.
Anyone know how to script that?
- CorporalPunishment
- Sergeant
- Posts: 62
- Joined: Mon May 19, 2003 5:25 am
Here's my Script
Take_Weapons:
local.player = parm.other
if ((local.player.Equip != 0) || (local.player.dmteam ! local.player.curteam) )
{
// iprintln ("Weapons Removed!" )
local.player holster
local.player.Equip = 0
local.player playsound rifle_drop1
local.player.curteam = local.player.dmteam
local.player takeall
}
end
local.player = parm.other
if ((local.player.Equip != 0) || (local.player.dmteam ! local.player.curteam) )
{
// iprintln ("Weapons Removed!" )
local.player holster
local.player.Equip = 0
local.player playsound rifle_drop1
local.player.curteam = local.player.dmteam
local.player takeall
}
end