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TLMS
Posted: Tue Sep 25, 2012 3:02 am
by Professor Pants
I'm making a mod for Team Last Man Standing. How can I make it so that players only spawn with their original weapons defined from Player.StartItem? (This is meant for many different player classes.)
RE: TLMS
Posted: Tue Sep 25, 2012 3:16 am
by Llewellyn
Does it have to be like that? Depending on what you're doing you can just add an Enter script that checks their class and removes any items they shouldn't have.
RE: TLMS
Posted: Tue Sep 25, 2012 3:48 am
by Professor Pants
Llewellyn wrote:
Does it have to be like that? Depending on what you're doing you can just add an Enter script that checks their class and removes any items they shouldn't have.
No it doesn't HAVE to be, but I'd like to know if it's possible. It'd be a little bit cleaner than that method. Also I'm not so sure that ENTER scripts are run at the start of a (T)LMS round anyway.
RE: TLMS
Posted: Tue Sep 25, 2012 3:57 am
by Qent
Professor Pants wrote:
Also I'm not so sure that ENTER scripts are run at the start of a (T)LMS round anyway.
If you use both ENTER and RESPAWN then you should be covered for all situations.
RE: TLMS
Posted: Tue Sep 25, 2012 2:25 pm
by Llewellyn
Professor Pants wrote:
Llewellyn wrote:
Does it have to be like that? Depending on what you're doing you can just add an Enter script that checks their class and removes any items they shouldn't have.
No it doesn't HAVE to be, but I'd like to know if it's possible. It'd be a little bit cleaner than that method. Also I'm not so sure that ENTER scripts are run at the start of a (T)LMS round anyway.
Put a script in the Spawn state of the playerClass that removes their weapons and gives them the "start weapons." But make sure it only runs once.
Also, enter scripts run at the start of an LMS round. I've done it before.
Even if I'm wrong and they only ran at the start of the Countdown, you could easily do Delay(GetCvar("sv_lmscountdowntime")*35 + 1) (or whatever the variable is.)
RE: TLMS
Posted: Tue Sep 25, 2012 3:41 pm
by Qent
I would guess that they don't run in TLMS when you respawn having multiple lives, though.
RE: TLMS
Posted: Tue Sep 25, 2012 7:53 pm
by Professor Pants
Is there anyway I can use KEYCONF somehow to do this? I'd like to keep this as simple as possible, and while these solutions might work (haven't been able to test them yet), they seem like workarounds. I thought there was an actual feature that allowed this. Also, side note, is there a way to keep the player class's spawn health, and not give them 200%? (Is that just based on the max health value?)
RE: TLMS
Posted: Tue Sep 25, 2012 8:14 pm
by Qent
I feel the same way, but I don't know how or if it's possible. If it were me, I'd start by digging through GvH to see how that does it.
RE: TLMS
Posted: Wed Sep 26, 2012 6:37 pm
by Professor Pants
I figured it out. Your custom player class must inherit from
PlayerPawn, not
DoomPlayer. I'd have done that originally since I know the difference between the two actors, except that all I did was change the starting items, so it made sense to inherit from DoomPlayer. This should really be documented somewhere...