DA COOLIST OF DOODS Posted March 16, 2021 Posted March 16, 2021 My script looks like this: set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "drop" ); When I run it for the player, they drop a copy of their weapon and keep what they were holding in their inventory. Is there a way to make it so that the weapon is not still in their inventory when they drop it? (It works normally for NPCs.) By the way, sorry if this is in the wrong format or anything, I'm new here.
NAB622 Posted March 16, 2021 Posted March 16, 2021 Is this for singleplayer or multiplayer? Scripts are basically barely implemented in multiplayer. I'd say it's very likely that you simply can't do that to the player. Scripts aren't meant to be used on the player, especially if this is for multiplayer. I believe you can set the player's weapon to not draw on the screen in first person, although they can still fire it, if that's any help. It's been forever since I touched scripts, so I might be wrong.
DA COOLIST OF DOODS Posted March 16, 2021 Author Posted March 16, 2021 That's a shame. (I am doing this in SP.)
Asgarath83 Posted March 19, 2021 Posted March 19, 2021 I not know how work. but why no try to see the script of jedi outcast level of nar shaadaa when kyle enter into the cantina and rodians ask hik to drop his weapons and is not possible to use weapons until you chat with barman?
DA COOLIST OF DOODS Posted March 19, 2021 Author Posted March 19, 2021 (edited) It's worth a try. I'll check it out. Edit: I couldn't find anything useful in it. Edited March 19, 2021 by DA COOLIST OF DOODS Edited in a result
Asgarath83 Posted April 11, 2021 Posted April 11, 2021 On 3/19/2021 at 4:39 PM, DA COOLIST OF DOODS said: It's worth a try. I'll check it out. Edit: I couldn't find anything useful in it. and use SET_WEAPON NONE and the LOCK WEAPON command, so player is unabled to switch other weapons from weapon none? maybe also playing a sound of "dropping"
DA COOLIST OF DOODS Posted April 11, 2021 Author Posted April 11, 2021 That would be convincing but the weapon would still be in the inventory
Asgarath83 Posted August 15, 2021 Posted August 15, 2021 On 4/11/2021 at 10:15 PM, DA COOLIST OF DOODS said: That would be convincing but the weapon would still be in the inventory Sorry for late of answer. i have a lot of personal troubles. Craps you right, honestly i not know how the hell to fix that. :\ the unique solution should be to edit the code with a new SET_REMOVE_WEAPON @ WeaponName function. :C I found the nar shaddaa script of lock weapons.. is the enter_bar.ibi of ns_street level. that is the contain: affect ( "kyle", FLUSH ) { set ( "SET_PLAYER_LOCKED", "true" ); set ( "SET_WEAPON", "WP_NONE" ); affect ( "bouncer_main1", FLUSH ) { task ( "no_blasters" ) { sound ( CHAN_VOICE, "sound/chars/rodian1/09ro1001.wav" ); } set ( "SET_USE_SUBTITLES", "true" ); set ( "SET_VIEWTARGET", "kyle" ); set ( "SET_ANIM_BOTH", "BOTH_TALKGESTURE1" ); do ( "no_blasters" ); wait ( "no_blasters" ); remove ( "bb_p" ); wait ( 500.000 ); affect ( "bouncer_main2", FLUSH ) { task ( "speech1" ) { sound ( CHAN_VOICE, "sound/chars/rodian2/09ro2001.mp3" ); } set ( "SET_USE_SUBTITLES", "true" ); set ( "SET_ANIM_BOTH", "BOTH_TALKGESTURE2" ); set ( "SET_VIEWTARGET", "kyle" ); do ( "speech1" ); wait ( "speech1" ); wait ( 1000.000 ); affect ( "bouncer_main1", INSERT ) { set ( "SET_WEAPON", "WP_BRYAR_PISTOL" ); set ( "SET_ANIM_UPPER", "BOTH_STAND5" ); set ( "SET_ANIM_HOLDTIME_UPPER", -1.000 ); } affect ( "kyle", INSERT ) { task ( "no_problem" ) { sound ( CHAN_VOICE, "sound/chars/kyle/09kyk014.wav" ); } do ( "no_problem" ); wait ( "no_problem" ); wait ( 1000.000 ); affect ( "bouncer_main2", FLUSH ) { set ( "SET_BEHAVIOR_STATE", "BS_DEFAULT" ); set ( "SET_WALKING", "true" ); set ( "SET_RUNNING", "false" ); set ( "SET_IGNOREALERTS", "true" ); set ( "SET_LOOK_FOR_ENEMIES", "false" ); set ( "SET_WATCHTARGET", "NULL" ); task ( "go_guard_bar1" ) { set ( "SET_NAVGOAL", "gb1" ); } do ( "go_guard_bar1" ); wait ( 1000.000 ); affect ( "bouncer_main1", FLUSH ) { set ( "SET_BEHAVIOR_STATE", "BS_DEFAULT" ); set ( "SET_WALKING", "true" ); set ( "SET_RUNNING", "false" ); set ( "SET_IGNOREALERTS", "true" ); set ( "SET_LOOK_FOR_ENEMIES", "false" ); set ( "SET_WATCHTARGET", "NULL" ); task ( "go_ramp_bottom" ) { set ( "SET_NAVGOAL", "rb" ); } task ( "go_ramp_bottom2" ) { set ( "SET_NAVGOAL", "rb2" ); } task ( "go_ramp_top" ) { set ( "SET_NAVGOAL", "rt" ); } task ( "go_ramp_end" ) { set ( "SET_NAVGOAL", "re" ); } do ( "go_ramp_bottom" ); wait ( 1000.000 ); affect ( "kyle", FLUSH ) { set ( "SET_PLAYER_LOCKED", "false" ); } wait ( 1000.000 ); set ( "SET_ANIM_HOLDTIME_UPPER", 0.000 ); wait ( "go_ramp_bottom" ); wait ( 2000.000 ); affect ( "bouncer_ramp", FLUSH ) { task ( "go_ramp_guard2" ) { set ( "SET_NAVGOAL", "rg2" ); } task ( "go_ramp_guard1" ) { set ( "SET_NAVGOAL", "rg1" ); } set ( "SET_LOCKYAW", "off" ); do ( "go_ramp_guard2" ); wait ( "go_ramp_guard2" ); set ( "SET_DYAW", 90.000 ); affect ( "bouncer_main1", FLUSH ) { do ( "go_ramp_bottom2" ); wait ( "go_ramp_bottom2" ); affect ( "bouncer_ramp", FLUSH ) { do ( "go_ramp_guard1" ); wait ( "go_ramp_guard1" ); set ( "SET_ANGLES", < 0.000 90.000 0.000 > ); set ( "SET_LOCKYAW", "90" ); } do ( "go_ramp_top" ); wait ( "go_ramp_top" ); do ( "go_ramp_end" ); wait ( "go_ramp_end" ); remove ( "bouncer_main1" ); } } } wait ( "go_guard_bar1" ); set ( "SET_DYAW", 90.000 ); } } } } }
Asgarath83 Posted August 17, 2021 Posted August 17, 2021 Mmm, i'm playing jedi outcast these days and i see the problem. well, the fact is that is NOT possible, without code hacking, to remove weapons from player with scripting, *sigh*, the level of nar shaddaa started with kyles with no weapons (he lost all weapons into the first duel with desann and into jedi academy is without weapon until he get the lightsaber) so the "drop weapon" dialogue of rodian bodyguards ... is a fake drop weapon dialogue. kyle can't attack into nar shaddaa until bartender cinematic, at all. force powers and saber are re enalbed after dialogue, and other weapons need to be re obtained killing the smugglers. :\ the unique way for player to lost his weapon is to be force pulled by someone. that's not much good. This really need to be fixed with coding :C
DA COOLIST OF DOODS Posted August 23, 2021 Author Posted August 23, 2021 Thank you very much for the descriptive answer. It's a shame that it'd have to involve editing the code, but oh well. Asgarath83 likes this
Asgarath83 Posted August 23, 2021 Posted August 23, 2021 2 hours ago, DA COOLIST OF DOODS said: Thank you very much for the descriptive answer. It's a shame that it'd have to involve editing the code, but oh well. You need also to edit some files of icarus for add also on Behaved the new SET_REMOVEWEAPON parm (with a list of weapon, exactly like SET_WEAPON as option) i got you an hint: into openjk solution the icarus script system should be into q3_interface.h and q3_interface.cpp you can use "find all reference" on SET_WEAPON into the code for find all the code chunks when is called and see how it is coded. obvious, the remove weapon should work into the opposite way respect of SET_WEAPON. at moment i am not coding so i can't help, but i think should be interesting if you check the force push \ pull code, cause on level 2-3 force pull remove weapons from inventory of NPC player pulled. that's should be the way. (but obvious, without the dropping of the item :P) Void ForceThrow on wp_saber.cpp is related to force push \pull, is a boolean, so is a true\false. pull\ push code use the same function for work, so is a little complicated to find the exact chunk of code of drop weapons of pull level 2-3
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