Flashfearless Posted January 18, 2022 Posted January 18, 2022 So I've been searching for how to do this all day. I found a few people asking the same thing, but all threads seem to end unsatisfactorily. The main suggestion given every time is a simple behavED script that sets the player's weapons to none, then gives them the desired weapon. The script compiles fine. The problem is it never works in game. I have tried it with a target_scriptrunner with the info_player_start. I have also tried setting a spawnsript in the info_player_start itself. I have seen some people suggest that it is actually impossible to have scripts affect the info_player_start. Does anyone have a definitive answer on this? I'm trying to create a map where you play as a simple pirate, who is not a jedi.
mrwonko Posted January 18, 2022 Posted January 18, 2022 There's a "NOWEAPON" spawnflag on info_player_start, as far as I remember. Enabling that should be sufficient, as you start the game without any force powers by default. That said, both spawnscript and target_scriptrunner should work for running a script on the player upon spawn. Flashfearless likes this
MagSul Posted January 18, 2022 Posted January 18, 2022 To do this myself, I had the info_player_start targetting a target_scriptrunner which ran "intro.ibi" At the end of the intro script, I put a command to use a target_scriptrunner with a targetname of "forcepowers" My "forcepowers.ibi" was just a list of what Force powers I wanted the player to have and at what level. At the bottom is also a command to specify a lack of weapon. You could change that to a blaster or such if you preferred, of course. I hope this visualisation helps. Flashfearless likes this
Flashfearless Posted January 18, 2022 Author Posted January 18, 2022 Alright! I have made some progress. My first problem was that I had the script written with affect set to info_player_start. I changed it to "player" and set an NPC_Targetname on the info_player_start as "player" and now the script runs. However, it isn't taking away the lightsaber. It is giving me the weapon I selected, but the lightsaber is still in my inventory. This is my incredibly simple script: affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_BOWCASTER" ); } I know about the stun_baton spawnflag/spawnflag 32. I know! But I want my script to work properly.
MagSul Posted January 18, 2022 Posted January 18, 2022 Popped open my map to see if I'd left anything out! I noticed you mentioned the stun_baton flag. Do you not have the "noweapon" option shown here? Spawnflags 64. When I don't tick it, I get given a lightsaber in addition to whatever I dictate my script. After ticking it, all worked fine. I added the melee weapon in addition to the bowcaster in this example.
mrwonko Posted January 19, 2022 Posted January 19, 2022 If you enable "runonactivator" on the target_scriptrunner that the info_player_start targets, you don't need the "affect" in your script. But yeah, like MagSul said (and like I did in my initial reply), the noweapon flag suffices. MagSul likes this
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