Re: Floating weapon pick ups
Posted by Juim on
Mon Mar 2nd 2009 at 2:27pm
Juim
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Feb 14th 2003
Occupation: Motion Picture Grip
Location: Los Angeles
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????.
Re: Floating weapon pick ups
Posted by haymaker on
Tue Mar 3rd 2009 at 2:48am
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Apr 1st 2007
Location: CAN
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.
Re: Floating weapon pick ups
Posted by Zein on
Wed Mar 11th 2009 at 5:24am
Zein
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Sep 1st 2006
Occupation: Computer fixing
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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