TLMS

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Professor Pants
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TLMS

#1

Post by Professor Pants » Tue Sep 25, 2012 3:02 am

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.)
Last edited by Professor Pants on Tue Sep 25, 2012 3:03 am, edited 1 time in total.

Llewellyn
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RE: TLMS

#2

Post by Llewellyn » Tue Sep 25, 2012 3:16 am

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.

Professor Pants
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RE: TLMS

#3

Post by Professor Pants » Tue Sep 25, 2012 3:48 am

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.

Qent
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RE: TLMS

#4

Post by Qent » Tue Sep 25, 2012 3:57 am

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.

Llewellyn
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RE: TLMS

#5

Post by Llewellyn » Tue Sep 25, 2012 2:25 pm

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.)
Last edited by Llewellyn on Tue Sep 25, 2012 2:26 pm, edited 1 time in total.

Qent
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RE: TLMS

#6

Post by Qent » Tue Sep 25, 2012 3:41 pm

I would guess that they don't run in TLMS when you respawn having multiple lives, though.

Professor Pants
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RE: TLMS

#7

Post by Professor Pants » Tue Sep 25, 2012 7:53 pm

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?)

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RE: TLMS

#8

Post by Qent » Tue Sep 25, 2012 8:14 pm

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.

Professor Pants
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RE: TLMS

#9

Post by Professor Pants » Wed Sep 26, 2012 6:37 pm

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...

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