Deleting Entities Ingame?

Deleting Entities Ingame?

Re: Deleting Entities Ingame? Posted by DaMaN on Sat Nov 15th 2003 at 6:34am
DaMaN
6 posts
Posted 2003-11-15 6:34am
DaMaN
member
6 posts 1 snarkmarks Registered: Nov 15th 2003 Occupation: Mapping Location: Parent\'s Basement
Hi,

I need to know if there is a way to, (in a multi-player Sven Coop Map (kinda like co-operative Half life)), if there is a way to give the player(s) a bunch of ammo (<-- already know how) and then when they die, NOT have them drop their gun?

Basically, what i am attempting to do for a LAN Party, (Local Area Network party, going to my friends basement and gaming for 48 hours straight), is i am creating a map where the players are defending against high-health, fast-moving monsters in a midnight setting. If you've ever played Defence Alliance (some kinda mod for UT,) then you'll know what i'm talking about. If not, well, look it up or something. You and your allies are trying to defend against waves of monsters, ect.

So i wanted to make some classes for this awesome map (ok, it's not that great, but whatever,), so i used a combination game_player_equip and trigger_multiple and trigger_teleports to give the illusion that people can pick classes. (Classes are things like, soldiers, snipers, HW guys, Futuristic soldiers, medic, ect. and each player can select which they want to be.)

Now here's where i run into my problem; when someone dies, their weapon drops, and someone else (of a different class) can pick it up. Obviously i don't want this, it tends to allow a sniper to pick up a rocket launcher. Anyways, Is there any way to use an inverted monster_maker to always create -1 whatever weapon?? :confused: :confused: :confused:

If you can figure out something to this bizzare problem i will thank you very very very much, and include you in the credits of my map.

-Da MaN

P.S. I tried setting up a clip+func_illusionary brush so the weapons would just fall through, but then found out the monsters can't walk on them. :cry: So any suggestions you can give me would be greatly appreciated.
Re: Deleting Entities Ingame? Posted by Gollum on Sat Nov 15th 2003 at 10:11am
Gollum
1268 posts
Posted 2003-11-15 10:11am
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Well it's easy to do with a little coding; if this is just for a LAN map, you could create a modified version of Sven-Coop. But obviously that is not practical if you intend to release the map. You'd need the Svencoop sourcecode for this.

Covering the entire map in func_illusionary brushes, so that weapons fall through, is a pretty extreme solution. It may result in very low framerates and possibly extra lag. You could try using a func_monsterclip as a floor for the monsters to walk on. I don't actually know whether this entity works like that, since I've never used it, but it seems like a good bet.

I can't think of any other options right now. It's a pretty demanding request, I'm afraid :sad:
Re: Deleting Entities Ingame? Posted by DaMaN on Sun Nov 16th 2003 at 12:35am
DaMaN
6 posts
Posted 2003-11-16 12:35am
DaMaN
member
6 posts 1 snarkmarks Registered: Nov 15th 2003 Occupation: Mapping Location: Parent\'s Basement
Yea, i thought of doing a slight modification on Sven Co-op, but i'm intending on net-release, so that wouldn't work so well...

-DaMaN
Re: Deleting Entities Ingame? Posted by Cash Car Star on Sun Nov 16th 2003 at 2:30am
Cash Car Star
1260 posts
Posted 2003-11-16 2:30am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Grrr. I don't like seeing answers marked incorrect just because they're not the answer someone wants to hear. I'm sure you'd love there be something that could do this, but there is very little you can do to manipulate entities created by the game, not the mapper. To be specific, no your monster_maker technique will not work.

Are the monsters falling through the clip brush, or just not moving out onto it in the first place (acting like there's an invisible wall)?
Re: Deleting Entities Ingame? Posted by DaMaN on Sun Nov 16th 2003 at 2:48am
DaMaN
6 posts
Posted 2003-11-16 2:48am
DaMaN
member
6 posts 1 snarkmarks Registered: Nov 15th 2003 Occupation: Mapping Location: Parent\'s Basement
Sorry for marking the reply wrong, i didn't mean to do that, it's my first major post on this site. Hang on, it IS my first post on this site. So, yea.... sorry, it just popped up asking "Does this post answer your question?" and it didn't, so i pressed no. Sorry.

The monsters are not falling through the clip brushes, what is happening is that they just stand on the same spot on the clip brush. I even made a scripted and an AIscripted sequence to try and get them to move across the clip/illusion floor, but they still wouldn't move. Right now, they are just not moving at all. (and by the way, No, i HAVEN"T put them half-way into the fake floor by accident.)

Anyways, i tried out the monster_clip entity thingy, and it kinda worked. What happens is that now monsters can walk across the ground normally. The problem that arises is when they try to go up or down a slope. When they try to do that (via nudging by scripted_sequences again) they appear to hit an invisible wall where the slope of the monster_clip starts. It's like they are treating the whole bounding box of the block as the monster_clip instead of just the faces.

Any other ideas, please post!

-DaMaN