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Kyle's Iknowkungfu but actually....


Go to solution Solved by Linken,

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Posted

Hey everyone!

I've been thinking on how to add Kyle's signature kung fu moves to player at some stage of the map via code.

Now I know I can use the cheat "Iknowkungfu", but I want it to be done differently: scripted at level start in a code. The "WP_MELEE" simply doesn't work that way. It only adds punches, but no kick. Is there another way then?

affect ( "player", FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_MELEE" );
}

Also another request: I know the Kyle Boss with his lightsaber is hard coded, but if I spawn him through code he never uses his moves. But if I spawn him through cheat "Npc spawn Kyle_boss" then he uses his moves frequently (pulls away player's saber, kungfu kicks and punches around...)

bigphil2695 likes this
  • Solution
Posted

So the "code-less" workaround would actually be to utilize the cvar g_debugmelee 1, you can have it set in your menu on startup so it's impossible to miss. 

Also if you want another npc to use Kyle's melee attacks, make sure their npc class is CLASS_KYLE and they have the "1" spawnflag activated in their npc spawner.

bigphil2695 and RobiWanKen0bi like this
Posted

Yes he has the class_kyle, but I missed the spawnflag, that must be it. Thank you!

I'll wait for awhile if someone has a solution via code for the player, but if nothing else works, then I'll try it your way, Linken. 😄

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