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Starting map without the Lightsaber OR Replacing Saber with the pistol (Please Help!)


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Starting Map without the Lightsaber OR Replacing the lightsaber with the pistol

 

 

Hi,

 

This is my 1st post in the JK-hub forums and I'm a novice when it comes to editing jka so please bear with me! 

 

I am a self tort and have been making maps for the quake 3 engine for a good couple of years but have no experience with scripts at all... but I guess you have to start sometime right...

I am attempting to make a SP mod / map where you are just a normal human with no force ability's at all. I have been trying to remove the saber from the game and replace it with the pistol. Or start the level without the Lightsaber altogether! Something a bit like the dark forces mod or when you have to escape from the prison in the E2_rdred mission in JKA.  (Think that's what you call the map).

Can somebody please help me as I don't have a clue what to do and everything that I have tried has failed...

 

 

Also if it is possible and you are able to help me with my lightsaber / pistol replacement problem would you be able to explain how I would go about editing the right property's of the game and trigger such a change in a simplistic way as I have no experience outside of mapping and texturing!!!...

 

The lightsaber to pistol switch can be a script as long as someone can help explain how to use it, or a mod or even a map event?... ( Any thing! )

 

 

OR Do any of you no of any tutorials or scripts where I can start the level without the saber that would do me for now!!

 

 

Thanks alot!

 

Please Help me!!!

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Here's what you'll need to do, in detailed instructions. First:

 

1. Open BehavEd to make a spawnscript for your map.

2. Add an affect statement to your script and replace the text that says 'DEFAULT' with a name like 'player' (minus the quotes).

3. Make sure your affect statement is expanded by clicking the little + sign to the left of it, then add a set command inside the affect command (the first set command, the one that says '<E"set_types">, <str>').

4. Click the drop down arrow on the left text box of the set command and scroll down until you find the option SET_WEAPON under the special tables section.

5. Click the Re-evaluate button and then select WP_NONE in the drop down menu on the right.

6. Clone the set command, or just copy+paste it, then change WP_NONE to WP_BLASTER_PISTOL or WP_BRYAR_PISTOL, whichever one you wanted.

 

That's it for the script. Save it and compile it. Then open Radiant and do this:

 

1. Add a target_scriptrunner near your info_player_start and link your info_player_start to it with ctrl+k.

2. Select the script runner and press N to edit it's properties. Give it a key of 'usescript' with a value pointing to whatever you named your script. If you saved your script in a folder like gamedata/base/scripts/mymapscripts/myscript, all you need to set for the value is 'mymapscripts/myscript'.

3. Finally edit it your info_player_start to give it an NPC_targetname matching the one you used in the affect statement in your script, in this example I suggested 'player'.

 

I think that should do it. Just save and compile your map.

 

EDIT: Alternatively, I think you could just skip adding the target_scriptrunner and set the script via the 'spawnscript' key on your info_player_start, with a value pointing to your script. That's one less step I guess.

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