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creator

Joined: 28 March 2004
Posts: 6
28 March 2004 22:05 (UK time)

I was doing a TC of meteor about two years ago, but it all failed since i didn't realize until i was putting my campaigns together that i gave the user tons of weapons in each map, and i wanted him to loose them in the end of the level. But i didn't know how. Is there any way i can remove the weapons, maybe a "weapon removal tile"? If there is, then you can look forward to some quite good gameplay. Please reply.

(And excuse my sunky english, im a bloody swede.)

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Nillo

Joined: 29 February 2004
Posts: 34
29 March 2004 10:16 (UK time)

I've thought of it before, and I don't know a good solution to it, other than to give the player less weapons.
Someone might know better though.


Creator, bor du möjligen i närheten av Hedemora i Dalarna?

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Raaka-arska

Joined: 22 September 2003
Posts: 109
29 March 2004 12:43 (UK time)

Open your itemdefs.txt and then make it so that the weapons you want to loose will be reseted when the map changes.

Jag talar inte swenska :o)

Edited: 29 March 2004 12:47


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James Bunting
Joined: 17 September 2003
Posts: 1308
30 March 2004 00:16 (UK time)

Good thinking there Suomalainen, the only catch here is that you could need to create your own "copies" of all of the weapon power ups (not the actual weapons).

I think it would be nice to add an option to the map that allows it to reset all player items when it is started (an Advanced Map Properties option). Now that this has been posted here in this topic it will probably get sorted out (I look in here when adding things to the game).

Errr, perhaps a little rough but here goes...

Spelen skulle bli bättre med mångfaldig språk stöd.

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Nillo

Joined: 29 February 2004
Posts: 34
30 March 2004 11:41 (UK time)

(He said "The games would be better with multiple language support";)

I could help with a swedish version if you want...
I'm not the programming type though.

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Raaka-arska

Joined: 22 September 2003
Posts: 109
30 March 2004 14:07 (UK time)

I can help with a finnish version of meteor :D

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me_mantis

Joined: 26 September 2003
Posts: 1152
31 March 2004 00:26 (UK time)

There is a way that may take a while but will work.. use the drop item code in a text trigger for each weapon and place them in front of the exit


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James Bunting
Joined: 17 September 2003
Posts: 1308
31 March 2004 18:50 (UK time)

Yeah this will work too but be warned that it will take you ages to type it all in and takeitem triggers are once-only in multiplayer.

See changelog.htm (in your Meteor folder) for the syntax of takeitem triggers, there is a working example in Base Delta when the hoverboard is taken away when the players enters a doorway.

Edited: 31 March 2004 18:51


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Raaka-arska

Joined: 22 September 2003
Posts: 109
31 March 2004 20:18 (UK time)

James could you make a command that takes all weapons from players inventory?

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creator

Joined: 28 March 2004
Posts: 6
03 April 2004 00:11 (UK time)

Nej du, jag är ingen dalbo. Jag är smålänning placerad i östergötland.

Anyway, I can't do anything in programming, so it would be great if you could solve this thing with removing weapons. The best thing, in my opinion would be to have a certain tile, and when you walked upon it, your inventory was empty.

No one of my maps will work without a weapon removal option, so if you have a possibility to do something about this, i would be really happy and start creating more advanced maps again.

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
27 July 2004 02:45 (UK time)

Or better yet, You should keep your weapons through out all the levels, but if you get mowed down all your weapons are left in the dust and you have to start over with your little pea shooter
*Papercut
Pro-Murder.
Legalize Crime.


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1up

Joined: 25 January 2007
Posts: 153
09 September 2009 00:50 (UK time)

I know I haven't been around, but decided to throw in the fact that if your little peashooter runs out of ammo, you should at least have a default melee weapon such as a combat knife or your fists.
"...And with his fight money, he bought two of each animal on earth, then he herded them onto a boat, where he beat the crap out of every single one!*bangs grenades together*" -Team Fortress 2 Soldier
Headshot! Double Kill! Triple Kill! Overkill! killtacular! Killtastrophe! Killimanjaro! Killprocalypse!... Kil-Killionaire?! What happened to kill#9?!
"Oh shit, hes got THE HALO 1 PISTOL! RUUUUUUN!"
"Be polite. Be efficient. Have a plan to kill everyone you meet." -Red Sniper


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DarkRain

Joined: 01 March 2007
Posts: 1193
09 September 2009 07:05 (UK time)

@1up

That's a good suggestion. ;)
The Dark Age is upon us! Quake 2 mapmaker.


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Spy

Joined: 05 October 2007
Posts: 1031
09 September 2009 13:23 (UK time)

@1up

Lol, TF2 fan eh? :)
I was known as Naval War before.
I love and mod Amnesia: The Dark Descent.
Also an active osu! player: https://osu.ppy.sh/u/3971179


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1up

Joined: 25 January 2007
Posts: 153
10 September 2009 02:11 (UK time)

@Spy

yep, tho i like demoman (and consequently get spy-d)
"...And with his fight money, he bought two of each animal on earth, then he herded them onto a boat, where he beat the crap out of every single one!*bangs grenades together*" -Team Fortress 2 Soldier
Headshot! Double Kill! Triple Kill! Overkill! killtacular! Killtastrophe! Killimanjaro! Killprocalypse!... Kil-Killionaire?! What happened to kill#9?!
"Oh shit, hes got THE HALO 1 PISTOL! RUUUUUUN!"
"Be polite. Be efficient. Have a plan to kill everyone you meet." -Red Sniper


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