OK, I am thinking of using floating weapon pick ups in a few key areas, (like the rpg) and I was talking to haymaker about it yesterday. I have placed a prop_dynamic_override and selected the Rocket Launcher as the model, and set its collision properties to "not solid". What I think I need to do now is set a trigger_multiple and a game_player_equip, but for the life of me I don't understand the parameters available in the input/output sections. I want it to behave just like a weapon placement. Run through it, recieve weapon(rpg only), prop_dynamic_override disappears, all shuts off. Reset in 20 seconds for another pick up.Does anybody feel like giving me a dummy walkthrough on this?(because I am a dummy about these things).
And, if there is a simpler way to cheat the whole process I would love to know. I tried setting an actual rpg in the same spot, and selected "constrain weapon" and "prevent grav gun punting" flags, but they seem to have no affect whatsoever????.
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Re: Floating weapon pick ups
Posted by Juim on Mon Mar 2nd at 2:27pm 2009

Juim
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Posted by Juim on Mon Mar 2nd at 2:27pm 2009
Juim
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Re: Floating weapon pick ups
Posted by Juim on Mon Mar 2nd at 11:31pm 2009
http://www.interlopers.net/forum/viewtopic.php?t=18312
Which does have the weapons floating, and spinning, but the only problem is that when you first run through the weapon, it gives you the weapon, and is supposed to shut off for 16 seconds. In this case though the prop_dynamic_override disappears but the spot where it is(where the trigger_multiple is) gives ammo constantly whether the model is there or not. Need to find out how to tweak that.

Juim
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Posted by Juim on Mon Mar 2nd at 11:31pm 2009
Accepted Answer
Well alittle follow up. I found this tutorial at interlopers:
http://www.interlopers.net/forum/viewtopic.php?t=18312
Which does have the weapons floating, and spinning, but the only problem is that when you first run through the weapon, it gives you the weapon, and is supposed to shut off for 16 seconds. In this case though the prop_dynamic_override disappears but the spot where it is(where the trigger_multiple is) gives ammo constantly whether the model is there or not. Need to find out how to tweak that.
Juim
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Registered: Feb 14th 2003
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Re: Floating weapon pick ups
Posted by haymaker on Tue Mar 3rd at 2:48am 2009
Posted by haymaker on Tue Mar 3rd at 2:48am 2009
uhoh looks like you followed that path I tried some time ago. This is the game breaking bug that biohazard has, there is no way around it that I could find. Soon you'll end up with a huge pile of weapons at that spot, or at world origin depending on how fickle the game is today.
Weapons are coded completely differently than other entities, you can't name them, teleport them, or disable them properly. That is why I suggested trying the game_player_equip, it can be disabled for a duration ( along with the trigger ). If you were wondering how to target the _equip, try entering !player in the appropriate field. I forget how to get that working tbh, but that's a start.
Weapons are coded completely differently than other entities, you can't name them, teleport them, or disable them properly. That is why I suggested trying the game_player_equip, it can be disabled for a duration ( along with the trigger ). If you were wondering how to target the _equip, try entering !player in the appropriate field. I forget how to get that working tbh, but that's a start.
Re: Floating weapon pick ups
Posted by Zein on Wed Mar 11th at 5:24am 2009

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Posted by Zein on Wed Mar 11th at 5:24am 2009
If this is CSS, than yes i believe you can name them, add a point_template, name the weapon as one of the template options, go into the flags of the template make sure the 'make template entities dissapear' is checked (IM NOT COMPLETELY SURE WHAT IT SAYS BUT ITS SOMETHING LIKE THAT AND IT NEEDS TO BE CHECKED) go into flags in the weapon, make it start constraint, and on the output add, OnPlayerPickup, (name of template), ForceSpawn. BAM a weapon in your hands and one replaces it immediately
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