
Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 27, 2009 06:27 PM
Msg. 1 of 9
Im sure many of these are possible, but I just want to make sure:
1) Make a weapon unable to be traded away
2) Detect which weapon the player is holding
3) Force the player to trade one weapon for another
4) Activate and De-activate a menu
If anybody wants I can explain why I need these to be possible.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Jun 27, 2009 06:48 PM
Msg. 2 of 9
Quote: --- Original message by: Headhunter09 Im sure many of these are possible, but I just want to make sure:
1) Make a weapon unable to be traded away
One of the flags in the weapon tag.
2) Detect which weapon the player is holding
Look in the backpacking weapons script to see how it's done.
3) Force the player to trade one weapon for another
4) Activate and De-activate a menu
If anybody wants I can explain why I need these to be possible. Edited by chrisk123999 on Jun 27, 2009 at 06:49 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 27, 2009 06:59 PM
Msg. 3 of 9
Quote: --- Original message by: Headhunter09Im sure many of these are possible, but I just want to make sure: 1) Make a weapon unable to be traded away 2) Detect which weapon the player is holding (unit_has_weapon_readied [UNIT] [OBJECT DEFINITION])
You have to define the object definition, like (global object_definition ar "weapons\assault rifle\assault rifle")
3) Force the player to trade one weapon for another For SP
(player_add_equipment [UNIT] [STARTING PROFILE] true)
4) Activate and De-activate a menu If anybody wants I can explain why I need these to be possible.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 27, 2009 08:12 PM
Msg. 4 of 9
So I was thinking that I could make a menu that allows you to customize the pieces of your gun, like scope, rounds, silencer or no, stock, so on. As you select each piece variation, it notes it down. Then when you select OK it finds the correct weapon and trades that one for the one you are holding. New question:
5) Can I change what comes up for your pause menu in a script? So that each weapon has a different customization menu?
Edited by Headhunter09 on Jun 27, 2009 at 08:12 PM
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CorruptedHalo
Joined: May 18, 2009
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Posted: Jun 27, 2009 08:14 PM
Msg. 5 of 9
Ask Gamma, after all, if you look at his survival mod he's got alot of customized menus.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 27, 2009 08:16 PM
Msg. 6 of 9
Quote: --- Original message by: sparky
Explain your fourth point, please. What do you mean by "activate and deactivate a menu"?
For 5), you mean that you want to have a different pause menu depending upon the weapon that is being held? Edited by sparky on Jun 27, 2009 at 08:14 PM Yes. 6) Possible to have a compass attached to the HUD rather than the weapon, correct?
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CorruptedHalo
Joined: May 18, 2009
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Posted: Jun 27, 2009 08:17 PM
Msg. 7 of 9
yes.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 27, 2009 09:34 PM
Msg. 8 of 9
Well, for pause menus, you can use object_definitions, and determine what weapon the player is holding. However, I'm pretty sure you can't make pause menus different for every weapon. I'm not the pause menu expert though.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 27, 2009 10:14 PM
Msg. 9 of 9
7) Have vehicles shut down for a couple seconds. You would not be able to shoot plasma or Gauss weapons from them either. If you are in the vehicle your HUD flickers and static flickers across your screen.
E: Actually, can I have an effect that washes static across the screen? Maybe text the distorts for a second? Edited by Headhunter09 on Jun 27, 2009 at 10:16 PM
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