Author Topic: Unusable kits  (Read 1952 times)

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Offline Wannas

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Unusable kits
« on: June 15, 2008, 04:16:16 am »
This might seem weird, but I want to make kits which can't be picked up, as markers in a script i'm making. I've been told by a few people that this is possible, but no one can remember exactly how to script it. Any suggestions?

Thanks in advance.

Offline jrgp

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Re: Unusable kits
« Reply #1 on: June 15, 2008, 06:56:31 am »
What you can do is place a picture of kit on the map, but not an actual kit object like the one you might see in a map maker. No one will no the difference ingame, though.
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Offline NTxC

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Re: Unusable kits
« Reply #2 on: June 15, 2008, 07:29:59 am »
What you can do is place a picture of kit on the map, but not an actual kit object like the one you might see in a map maker. No one will no the difference ingame, though.
That requires map editing and may cause the "Wrong map version" error, as far as I know ;) Correct me if I'm wrong.
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Offline BombSki

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Re: Unusable kits
« Reply #3 on: June 15, 2008, 08:56:34 am »
why would it cause wrong map version? as long as you compile the map it should be fine.

Offline NTxC

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Re: Unusable kits
« Reply #4 on: June 15, 2008, 09:10:21 am »
why would it cause wrong map version? as long as you compile the map it should be fine.

Let's guess the MrSnowman map will be edited to put the kit image into it, wouldn't it be so the players have to download the changed map? Or they just won't see the medikit picture? ;)
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Offline Laser Guy

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Re: Unusable kits
« Reply #5 on: June 15, 2008, 10:04:59 am »
They won't be able to join unless they can dl it. And they can dl it only when the name of the map is NOT in "readinly.txt" in soldat folder.
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Offline NTxC

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Re: Unusable kits
« Reply #6 on: June 15, 2008, 10:38:39 am »
They won't be able to join unless they can dl it. And they can dl it only when the name of the map is NOT in "readinly.txt" in soldat folder.
So, lets say, after editing MrSnowman the editor can name it MrSnowmanv11 for others to download? I highly doubt "MrSnowmanv11" being in the readonly.txt file ;)
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Offline BombSki

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Re: Unusable kits
« Reply #7 on: June 15, 2008, 10:59:55 am »
ah yes, u would have to rename the mapfile.. but you should always do that when editing a map.

Offline Wannas

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Re: Unusable kits
« Reply #8 on: June 16, 2008, 01:04:42 am »
Well, I was thinking more along the lines of being able to place a kit at the player's location via scripting when a certain command is entered, then make it unusable, rather than placing images on the map...but thanks anyway.

Offline chutem

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Re: Unusable kits
« Reply #9 on: June 17, 2008, 03:44:11 am »
You could spawn a dummy bot.
EDIT: Maybeh
EDIT2: Not sure about placement. MovePlayer doesn't work on bots I think.
EDIT3: Or you could just make sure everyone always has full health >_>
« Last Edit: June 17, 2008, 03:48:54 am by chutem »
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Offline mxyzptlk

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Re: Unusable kits
« Reply #10 on: June 17, 2008, 05:09:04 am »
Yeah, simply have a godmode script, so that everyone's health is 100% or above at all times, unless it disrupts your plans.

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Offline NTxC

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Re: Unusable kits
« Reply #11 on: June 17, 2008, 05:23:52 am »
Yeah, simply have a godmode script, so that everyone's health is 100% or above at all times, unless it disrupts your plans.
How about Predator or Berserker? ;)
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Offline Neosano

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Re: Unusable kits
« Reply #12 on: June 17, 2008, 06:51:40 am »
how about... give player full health when he come close?...
Or spawn dummy using the PlaceBot
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Offline DorkeyDear

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Re: Unusable kits
« Reply #13 on: June 17, 2008, 09:31:45 am »
You could spawn a dummy bot.
EDIT: Maybeh
EDIT2: Not sure about placement. MovePlayer doesn't work on bots I think.
EDIT3: Or you could just make sure everyone always has full health >_>
Avarax made a PlaceBot function which adds a bot at a specific X, Y on the map (search to find)

Offline NTxC

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Re: Unusable kits
« Reply #14 on: June 17, 2008, 01:51:55 pm »
OP wants to *place* (using scripts) a kit (berserk,pred,medikit,vest,flamegod) that cannot be used.

I think that's impossible, Wannas. (for berserk, pred, vest and flamegod)
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Offline chutem

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Re: Unusable kits
« Reply #15 on: June 22, 2008, 11:36:56 pm »
You can do that, I assume this is for climbing or something, just make a thing in on player damage that checks if the damage being done will kill him, if not then no damage is done, if so then do 1000 damage :)
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Offline amb2010

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Re: Unusable kits
« Reply #16 on: June 23, 2008, 01:08:18 pm »
You can do that, I assume this is for climbing or something, just make a thing in on player damage that checks if the damage being done will kill him, if not then no damage is done, if so then do 1000 damage :)

Not sure if I'm reading that wrong or not but he wants unusable kits..that really doesn't have anything to do with what he wants... Even with full health you can still pick up predmode, berserker, flamegod and a vest, health has nothing to do with those.
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Offline shantec

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Re: Unusable kits
« Reply #17 on: June 28, 2008, 09:52:28 am »
Umm... one way:

Spawn the objects / kits with SpawnObject.
Then, with apponidle check the distance of Kit(lets say X) and Player
and when player is near enough, remove Kit(X) with KillObject

But.... i dont think that's what u wanted ;)
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