Jump to content

Script at the map Dosuun


Go to solution Solved by mrwonko,

Recommended Posts

Posted

No, thats in maps/t2_dpred.bsp - in the info_player_start, spawnflags 64 makes you start without weapons. Also, in scripts/t2_dpredicament/intro and intro_skip there's this:

affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "T2_DPREDICAMENT_OBJ1" );
set ( /*@SET_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_NONE" );
}
The second set() switches the weapon to none. That only makes you not have the saber selected at map start though.
Kriskopreved likes this
Posted

I don't think that would be possible without decompiling the BSP (wouldn't really work) or entity modding, which I don't really know anything about. Maybe you could add a wait command to the end of the intro, and just give the player a weapon?

Posted

Would freeze the game until the wait() was over, if I remember right.

 

I don't think so...I think there is 2 wait commands in ICARUS. If you use the clock one, it just pauses the script's flow for the indicated time. So, if you wait five seconds, then give the player the saber, it should override anything the bsp does to get rid of your weapons.

 

However, you won't be able to get the weapons you want (via the weapon selection menu).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...