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Starting as the other character than player.


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Posted

How to start the map as other character than player. For example as stormtrooper without force powers and only with blaster. And bonus... i play my map but the first thing i do is type the playermodel stormtrooper and playerteam player. When maps changes all weapons stay but i game change me to the player... How to make it?

Posted

Point the info player start to a target_scriptrunner with a script which changes the model. In the same script you can define your force level and weapons. The spawning player will instantly fire the script and thus you will start as another character.

Langerd likes this
Posted

How to start the map as other character than player. For example as stormtrooper without force powers and only with blaster. And bonus... i play my map but the first thing i do is type the playermodel stormtrooper and playerteam player. When maps changes all weapons stay but i game change me to the player... How to make it?

 

Here is the script for starting with no force powers. Ignore the objective part as that specific to my project. Also, "kyle" would be the NPC targetname of your stormtrooper. So, you can call him whatever you want just make sure to include that name, without quotes, in the script.

 

I'm really not sure how to set up the player for blaster only. I start my project with a blaster pistol and stun button and that is in the npc entity box. 

//Generated by BehavEd


affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )
{
	set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='Force']_LEVELS*/ "0" );
	set ( /*@SET_TYPES*/ "SET_HEALTH", 100 );
	set ( /*@SET_TYPES*/ "SET_ARMOR", 0 );
	set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", "KEJIM_POST_OBJ1" );
}

Langerd likes this
Posted

also you can use the action function of the menu when you start a map or a new game for set the playermodel.

i prefear this tecnique in my mod. i use the spawnscript for set the force powers and weapons at start point :)

Posted

The script suggestion is good, though I'm not sure about the "Kyle" NPC_targetname: if the player is meant to change then the script should affect "Player". Also, assuming that you have a full and direct control over the map, you can tick the "noweapon" spawnflag (64) of Info_Player_Start, and in the next maps tick the "keep_prev" spawnflag (1). This way, you should start with no weapons in the first map, the script turns you into a non-jedi stormtrooper and gives you the blaster rifle, and in the second map you should keep whatever you got in the first map.

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