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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »How would I make a weapon untradeable?

Author Topic: How would I make a weapon untradeable? (32 messages, Page 1 of 1)
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RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 11, 2009 05:11 PM    Msg. 1 of 32       
How would I make a weapon untradeable? Like the knife in WM_Combo.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 11, 2009 06:48 PM    Msg. 2 of 32       
Untradeable? Like so that you can't pick it up? Or that you can't swap it for something else?


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 11, 2009 07:13 PM    Msg. 3 of 32       
Untradeable as in I can't swap it for something else.


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 11, 2009 07:50 PM    Msg. 4 of 32       
Under the ### WEAPONS ### section of the weapon tag, there should be an option "Doesn't count towards maximum."


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 11, 2009 08:05 PM    Msg. 5 of 32       
would be could for a fist tag


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 11, 2009 08:38 PM    Msg. 6 of 32       
With the 'Doesn't count towards maximumn' would I still be able to pick it up if it was just laying on the ground?


Doug
Joined: Feb 10, 2009

Former =CE= Member


Posted: May 11, 2009 08:43 PM    Msg. 7 of 32       
Instead of picking it up, just go to Guerilla and make it a starting wep.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 11, 2009 08:45 PM    Msg. 8 of 32       
Quote: --- Original message by: Doug
Instead of picking it up, just go to Guerilla and make it a starting wep.

He's asking to make it so that you can't get rid of the weapon.


Doug
Joined: Feb 10, 2009

Former =CE= Member


Posted: May 11, 2009 08:50 PM    Msg. 9 of 32       
Sorry, I kinda said it wrong. I get the Gamma. What I meant was that after modifying it so it can't be gotten rid of, you add it to the starting weapons of the map your modifying/making.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 11, 2009 09:26 PM    Msg. 10 of 32       
What I meant was if I had no gun and I ran over the knife would I pick it up.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 11, 2009 10:35 PM    Msg. 11 of 32       
check the "must pick up" flag. Its what they used for the flag and oddball


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 11, 2009 11:54 PM    Msg. 12 of 32       
Quote: --- Original message by: RougeSpartan414
What I meant was if I had no gun and I ran over the knife would I pick it up.


If you had no weapon, it automatically picks up the first weapon you run over.
"Doesn't count towards maximum" allows you to carry 1 extra weapon.
"Must be picked up" forces the weapon to be picked up.
Take notes from the oddball and flag weapons.
However, if you force it to be picked up, I think you aren't allowed to switch weapons.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 12, 2009 12:22 AM    Msg. 13 of 32       
Okay, thank you. I think I got it.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 12, 2009 03:52 AM    Msg. 14 of 32       
Quote: --- Original message by: Sabre
However, if you force it to be picked up, I think you aren't allowed to switch weapons.

Not unless you tick the "Must be Readied" flag.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 12, 2009 06:33 AM    Msg. 15 of 32       
kind of off-topic, but I love how gearbox included so many useful flags in their tags that apply to just one or two weapons, but can be applied for an entirely different effect.


Advancebo
Joined: Jan 14, 2008


Posted: May 12, 2009 08:20 AM    Msg. 16 of 32       
Quote: --- Original message by: Headhunter09
kind of off-topic, but I love how gearbox included so many useful flags in their tags that apply to just one or two weapons, but can be applied for an entirely different effect.


Maybe because its an editing kit?


bobbysoon
Joined: Feb 1, 2007


Posted: May 12, 2009 05:12 PM    Msg. 17 of 32       
it's a characteristic of the game engine actually. The editing kit allows you to work with it


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 12, 2009 05:50 PM    Msg. 18 of 32       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: Headhunter09
kind of off-topic, but I love how gearbox included so many useful flags in their tags that apply to just one or two weapons, but can be applied for an entirely different effect.


Maybe because its an editing kit?


no but I mean that they could be so useful, and if they had tweaked it just a little they could have gotten the same effect but with less fun for us.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 12, 2009 08:01 PM    Msg. 19 of 32       
Right now I have the "must be readied", "doesn't count towards maximumn", and "must be picked up" flags checked. However, when I press my firing button the weapon drops like the flag. Can I stop that?


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 12, 2009 08:31 PM    Msg. 20 of 32       
Quote: --- Original message by: RougeSpartan414
Right now I have the "must be readied", "doesn't count towards maximumn", and "must be picked up" flags checked. However, when I press my firing button the weapon drops like the flag. Can I stop that?


Take that off and, give it magazines of 0 for everything. (I think.)


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: May 13, 2009 05:08 AM    Msg. 21 of 32       
Quote: --- Original message by: Sabre
Quote: --- Original message by: RougeSpartan414
Right now I have the "must be readied", "doesn't count towards maximumn", and "must be picked up" flags checked. However, when I press my firing button the weapon drops like the flag. Can I stop that?


Take that off and, give it magazines of 0 for everything. (I think.)

Would'nt that give you 0 ammo?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 13, 2009 06:46 AM    Msg. 22 of 32       
Quote: --- Original message by: RougeSpartan414
Right now I have the "must be readied", "doesn't count towards maximumn", and "must be picked up" flags checked. However, when I press my firing button the weapon drops like the flag. Can I stop that?

well, instead of having the "must pick up" flag, just stick the weapon into a starting equipment slot.


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: May 13, 2009 06:49 AM    Msg. 23 of 32       
Quote: --- Original message by: RougeSpartan414
What I meant was if I had no gun and I ran over the knife would I pick it up.

But than this wouldn't happen


Sabre
Joined: Dec 10, 2008

I joined RB in protecting Donut's avatar.


Posted: May 13, 2009 10:33 AM    Msg. 24 of 32       
Quote: --- Original message by: jacknme
Quote: --- Original message by: Sabre
Quote: --- Original message by: RougeSpartan414
Right now I have the "must be readied", "doesn't count towards maximumn", and "must be picked up" flags checked. However, when I press my firing button the weapon drops like the flag. Can I stop that?


Take that off and, give it magazines of 0 for everything. (I think.)

Would'nt that give you 0 ammo?


If it's a knife or some kind of melee weapon, why would you need ammo unless you throw the weapon?


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 13, 2009 03:32 PM    Msg. 25 of 32       
Quote: --- Original message by: Headhunter09
Quote: --- Original message by: RougeSpartan414
Right now I have the "must be readied", "doesn't count towards maximumn", and "must be picked up" flags checked. However, when I press my firing button the weapon drops like the flag. Can I stop that?

well, instead of having the "must pick up" flag, just stick the weapon into a starting equipment slot.

I would do that, but I don't want a specific team using certain weapons, so I wanted to make one team spawn on 1 set of weapons and another team spawn on the other kind.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 13, 2009 05:42 PM    Msg. 26 of 32       
change the globals so that when you release a weapon like that it doesn't fly at all, thus you pick it up directly after dropping it.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 13, 2009 07:21 PM    Msg. 27 of 32       
What file would I need to edit, and what exactly would I need to edit in the file?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 17, 2009 05:00 PM    Msg. 28 of 32       
edit globals.globals


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 17, 2009 05:50 PM    Msg. 29 of 32       
I know I need to edit that file, but specifically in the file do I need to edit.


Advancebo
Joined: Jan 14, 2008


Posted: May 17, 2009 06:05 PM    Msg. 30 of 32       
He doesnt know what hes talking about :\

Check the flags that makes you pick it up.
Then give the weapon a magazine with 9999 rounds, and have the primary trigger use that magazine. But since there is no projectile, it doesnt fire anything.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 17, 2009 06:11 PM    Msg. 31 of 32       
Quote: --- Original message by: Advancebo
He doesnt know what hes talking about :\

Check the flags that makes you pick it up.
Then give the weapon a magazine with 9999 rounds, and have the primary trigger use that magazine. But since there is no projectile, it doesnt fire anything.


yeah sorry, I wasn't thinking. Do this, sorry.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: May 17, 2009 06:15 PM    Msg. 32 of 32       
Thanks, Advancebo. I'll try that.

 

 
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