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Realistic Multiplayer Weapon-Pickup


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Posted

The method of getting weapons in multiplayer maps seems very unrealistic and strange from my point of view, (with the holocron-looking box projecting out a weapon that bounces around and rotates) so I was wondering if there's a simple way in gtk to get rid of all of those excess features and just have the weapon laying on the ground like in any other game.  

 

Previously I've considered tagging the weapons to the player spawns in a way that would give the player some starting weapons, but I don't think I was ever successful.  Any ideas?

Posted

Didn't sithcouncilv2 do that? at-least for a light-saber. Might have been an ICARUS scriptrunner to give the weapon and move the weapon model somehow.

Posted

Hmm...  I think I'll see if I can somehow make that removed effects modification work for now, and I'll also look into making a script for it to work.

 

@@Raz0r

Do you have any ideas on how the weapon pickup in that Sith Council map works?  If I try to decompile it to .map, it will lose all of it's entities anyways and I won't be able to reverse engineer the process...

Posted

Just open the .bsp with notepad++. The entities are right at the end of the file. I think you're wrong though; I'm pretty sure decompiling the map doesn't remove the entities in the bsp.

Posted

@@eezstreet

 

What method do you use for decompiling maps?  I made a simple .bat file that does it, but all textures get set to 0.5 scale, and most entities and models disappear completely...

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