Jump to content

Realistic Multiplayer Weapon-Pickup


Recommended Posts

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?

Link to comment

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...

Link to comment

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...