Location: JBPLAY \ Meteor 1 \ General Discussion \ Drop command... Back to Threads |
Raaka-arska
![]() Joined: 22 September 2003 Posts: 109 |
04 March 2004 17:39 (UK time)
James, Why did you remove the drop command in 1.2? You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
07 March 2004 17:35 (UK time)
For those who don't know... The drop command was a console command that dropped an item that the player was carrying. This is removed with the introduction of multiplayer because all of the machines in a game keep inventories for other players. I could have sent a packet to sync this but it seemed pointless as its just a console command. You can use the /takeitem message trigger command though? Does this help? James. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
21 March 2004 02:20 (UK time)
Useful hint: this command can be used like this "/t:Hit Point" if you want the player who runs over the text trigger to lose a hit point You need to login to create posts in this thread. |
Raaka-arska
![]() Joined: 22 September 2003 Posts: 109 |
28 March 2004 18:27 (UK time)
I was just thinking that if I make a mod with lots of weapons, the player can't carry them all (I think the limit was about 30 weapons) what would the player do when he has the maximum amount of weapons, he couldn't replace a pistol with a better weapon. You understand what's my point? You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
28 March 2004 18:35 (UK time)
In my mod I had the character rise up in rank loosing some weapons but oppening up the door for other weapons. This way you have only the weapons that are powerful. You need to login to create posts in this thread. |
|
Forums system (C) 1999-2023 by James Bunting.
Terms of Use