"remove guns"


(Miki) #1

Is it possible, as a MAP maker, to remove guns from ppl? Like if ppl go trough a teleporter, they only keep a knife, and nothing else. (eg soldier gets removed of mobile MG and luger’s when he walks trough such a teleporter)

I hope you can, but I think you can’t :frowning:


(-SSF-Sage) #2

[QUOTE=Miki;185220]Is it possible, as a MAP maker, to remove guns from ppl? Like if ppl go trough a teleporter, they only keep a knife, and nothing else. (eg soldier gets removed of mobile MG and luger’s when he walks trough such a teleporter)

I hope you can, but I think you can’t :([/QUOTE]

I wonder what happens if ppl “pick” negative ammo. But I can’t think of another possibility tho.


(Miki) #3

And how do you do that? you can use a trigger, and then a trigger_ammo, but you can’t change the amount of ammo there.


(stealth6) #4

I think that causes infinite ammo actually I tried it once


(Miki) #5

Yes, but, how do you do that? How do you set a value or amount of ammo in a trigger_ammo?


(shagileo) #6

I think it had something to do with: Press N. Have you set the ammorate and ammototal?

EDIT :

Check this : http://www.pythononline.co.uk/et/tutorial19.htm


(Tyrlop) #7

would love to know that too, its maybe possible with script command? maybe ther are some old lines from rtcw code that stile works? in rtcw u also spawn with out weapons sometimes?


(Qualmi) #8

there is an entity, the target_remove_powerups listed here --> http://games.chruker.dk/enemy_territory/entities.php?action=show_entity&entity_name=target_remove_powerups but i never used it. so it probably wont fit caus it takes away every"thing", not only the ammo.


(Miki) #9

Thanks for all the help, and i think there should be something possible with that target_remove_powerups… Don’t know how to use trough, and its not a selectable thing when you do right mouse click, so how to use it?


(Tyrlop) #10

rename it i think.


(Miki) #11

Well yes, you can use that, but then what? use a trigger multiple and use targets?


(-SSF-Sage) #12

Probably. Try what happens. Also you can try with func_button if it doesn’t work with multiple.


(Qualmi) #13

trigger_multiple and a connection to this entity should work afaik.


(Miki) #14

I have a trigger_multiple, that has a target : remove_weapons, connected to a target_remove_powerups, with a targetname of remove_weapons. Doesn’t do anything, i’m afraid… (or did i do something wrong, if someone could try on his own, since I’m not good at such stuff…


(Qualmi) #15

well…i would, but i dont have it in my entities.def. ive seen a good german videotutorial on it. there is used this entity while he explains some other stuff. the t_r_p should have a targetname, and the trigger multiple should target it via the target key. you also have to set the activator spawnflag at the trigger_multiple. this is all what is explained in the tut. more i cant say.

btw, how did you get it in your def…im so fed up with searching, got some few other things to do atm. i can remember that i once had the latest file found somewhere, but since the reinstall i have to do all the searching again :confused:


(-SSF-Sage) #16

[QUOTE=Qualmi;185311]well…i would, but i dont have it in my entities.def. ive seen a good german videotutorial on it. there is used this entity while he explains some other stuff. the t_r_p should have a targetname, and the trigger multiple should target it via the target key. you also have to set the activator spawnflag at the trigger_multiple. this is all what is explained in the tut. more i cant say.
[/QUOTE]

That’s just what he did.

[QUOTE=Qualmi;185311]

btw, how did you get it in your def…im so fed up with searching, got some few other things to do atm. i can remember that i once had the latest file found somewhere, but since the reinstall i have to do all the searching again :/[/QUOTE]

You can ofc add it manually to the def/ent menu if you bother to, but you can just make another target_entity and rename the classname, works just the same. If I remember correct, there was a list of untrustworthy/broken entities somewhere, and these were deleted from the ent/def files, but that doesn’t make them work less atleast…


(Qualmi) #17

[QUOTE={SSF}Sage;185314]That’s just what he did.
[/QUOTE]

no…read more carefully.


(-SSF-Sage) #18

Erm… Yes he did, unless this entity has some special, weird bug/setting. You said he has to add an activator spawnflag… meaning like axis_only, but if he didn’t it should just work for all just the same.

Also if that doesn’t work anyway with multiple (like target_rumble) you can try to just alertentity it with script, if it would work like “globally”. (targeting trigger_multiple to a target_rumble gives a great bug…)


(Qualmi) #19

jup…so, you say forgetting the activator-spawnflag doesent do anything ? im not quiet sure, but isnt it so, that at soundentitys (sry for my bad english)…if you forget to hit the activator spawnflag…without hitting any (spawnflag) else…you can alert your entity as much as you want, it just wont make any noise ?

ok, this is too much offtopic…

greetz qualmi


(-SSF-Sage) #20

[QUOTE=Qualmi;185319]jup…so, you say forgetting the activator-spawnflag doesent do anything ? im not quiet sure, but isnt it so, that at soundentitys (sry for my bad english)…if you forget to hit the activator spawnflag…without hitting any (spawnflag) else…you can alert your entity as much as you want, it just wont make any noise ?

ok, this is too much offtopic…

greetz qualmi[/QUOTE]

My point was that the spawnflags at trigger_multiple are for team/class specific use. If you did not specify a spawnflag in trigger_multiple, it can be activated by anyone.