
altis94
Joined: Oct 5, 2012
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Posted: Apr 6, 2013 10:24 AM
Msg. 1 of 29
I want to spawn a weapon in multiplayer which would be rotated 90 degrees. I also want that weapon to respawn. Anyone knows a way how could I do that? I tried making effect which spawns weapon but it falls on the ground. I tied rotating ground point and whole weapon but nothing gives me nice results. I need it for this: 
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 6, 2013 10:54 AM
Msg. 2 of 29
i believe you need to use an attach script to attach the weapon to an empty scenery rotated the way you want your weapon rotated
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 11:18 AM
Msg. 3 of 29
He's Right it's the only way.
I think it's object attach script.
or maybe item collection attach. or weapon attach?
not sure.
do you know how to make it?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 6, 2013 11:20 AM
Msg. 4 of 29
No its not. I believe when your placing the item collection there is a special property you must check. Can't remember what its called though.
e: never mind you said multiplayer. Edited by Higuy on Apr 6, 2013 at 11:21 AM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 6, 2013 11:24 AM
Msg. 5 of 29
look at the scripts for slappys valhalla, i believe he used that method there
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 11:25 AM
Msg. 6 of 29
Interesting I don't make many sp maps but if I wanted to do this in sp I'd like to know how?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 6, 2013 11:31 AM
Msg. 7 of 29
I don't know any thing at all about scripts. Sceny already made a script for me but it doesn't seem to work at all. Here is that script:
(script continuous respawn_weapons (sleep 300) (object_create_anew gun) (objects_attach capsule "batman" gun) )
Yes the gun is called batman... And I named capsule "capsule" too so I don't know what's wrong.
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Apr 6, 2013 11:31 AM
Msg. 8 of 29
for weapons you check initially at rest. item collection's require a script. Edited by Guilty_spark on Apr 6, 2013 at 11:32 AM
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Apr 6, 2013 11:38 AM
Msg. 9 of 29
Quote: --- Original message by: jackrabbit Interesting I don't make many sp maps but if I wanted to do this in sp I'd like to know how? 
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 6, 2013 12:41 PM
Msg. 10 of 29
Quote: --- Original message by: Guilty_spark
for weapons you check initially at rest. item collection's require a script. Edited by Guilty_spark on Apr 6, 2013 at 11:32 AM And the script is?
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Apr 6, 2013 12:57 PM
Msg. 11 of 29
I asked kirby and he said objects_attach <main object> <marker> <attached object> <marker>
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 6, 2013 01:00 PM
Msg. 12 of 29
Quote: --- Original message by: Guilty_spark I asked kirby and he said objects_attach <main object> <marker> <attached object> <marker> Okay i will try that.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 6, 2013 01:04 PM
Msg. 13 of 29
what the hell guys, this does not need a script. I dont know why you could not do this by moving and rotating the ground point (or the maintain z up flag) That is how it should be done though
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Apr 6, 2013 01:12 PM
Msg. 14 of 29
cause the weapon would fall when he placed it in the weapon holder and there is no settings to make item collections float only weapons.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 6, 2013 01:12 PM
Msg. 15 of 29
Quote: --- Original message by: Maniac1000 what the hell guys, this does not need a script. I dont know why you could not do this by moving and rotating the ground point (or the maintain z up flag) That is how it should be done though I said that I tried it. But it stays like that when the weapon is dropped.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 6, 2013 01:19 PM
Msg. 16 of 29
oh sorry. You want it to look like it does in the pic, but want it to not float when dropped. Yea i was wrong then.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 6, 2013 01:32 PM
Msg. 17 of 29
I can see how that attach's the weapon to the capsule but I don't see how it rotates it?
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 6, 2013 01:37 PM
Msg. 18 of 29
Got it to work thanks to Kirby. I used wrong name for the script file... it was weapon.hsc.txt
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Guilty_spark
Joined: Dec 8, 2011
enjoy my bright, blue, balls!
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Posted: Apr 6, 2013 01:38 PM
Msg. 19 of 29
Quote: --- Original message by: jackrabbit I can see how that attach's the weapon to the capsule but I don't see how it rotates it? it's magic.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Apr 8, 2013 08:04 AM
Msg. 20 of 29
Why not rotate the .item_collection so the green arrow is pointing up, then check the "levitate" flag
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Apr 8, 2013 09:22 AM
Msg. 21 of 29
Object_attach won't work. Once an object has been attached to an object (unless it is detached) it will lose its properties, whether these properties and its ability to be picked up, to its collision. Just make it a .weapon, name it "gun1" or what ever. And use a script to make it re spawn (and tick the levitate box or whtpatever.) Script would be something along the lines of... (script continuous gun1_respawn (Object_create_anew "gun1") (Sleep 500) ---- or however long, 30 ticks = 1 second. ) That script will keep spawning it, the engine would I spawn it when dropp.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 8, 2013 09:38 AM
Msg. 22 of 29
I didn't even use object attach. Here is what i used: (script continuous weapons (sleep 5) (object_create batman) (sleep 29) (object_create robin) (sleep 29) (object_create catwoman) (sleep 29) ) BTW this method doesn't sync online. Quote: --- Original message by: game user10 Why not rotate the .item_collection so the green arrow is pointing up, then check the "levitate" flag And how does one do that? http://img801.imageshack.us/img801/1623/grhdtfjg.jpgEdited by altis94 on Apr 8, 2013 at 04:09 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Apr 9, 2013 03:45 AM
Msg. 23 of 29
random idea of unsureness : could you check in guerilla if itmc haves a X or Y rotation that would not be shown in sapien ? even if I dont think it exists
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Apr 9, 2013 06:12 AM
Msg. 24 of 29
Lol, I forgot you can't rotate .item_collections...
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 9, 2013 06:57 AM
Msg. 25 of 29
is sort of funny because if you use old markers the old gizmos have markers. but they are not moveable.
I honestly think sapin could be hacked to allow this with out a script.
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altis94
Joined: Oct 5, 2012
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Posted: Apr 9, 2013 08:44 AM
Msg. 26 of 29
Quote: --- Original message by: bourrin33 random idea of unsureness : could you check in guerilla if itmc haves a X or Y rotation that would not be shown in sapien ? even if I dont think it exists I checked with all versions of guerilla i have and they all have same functions for item collections.
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jackrabbit
Joined: Apr 27, 2005
Fight Against the Machine of Deth!
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Posted: Apr 9, 2013 09:12 AM
Msg. 27 of 29
In the tool window in sapien Try click on Random pitch and random roll or both and try creating a few weapons until one is created the way you want. might work? also try item collection's if you turn on old markers you can see them better. You may have to make the weapon and then move the capsule. Edited by jackrabbit on Apr 9, 2013 at 09:29 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Apr 9, 2013 09:39 AM
Msg. 28 of 29
Quote: --- Original message by: jackrabbit
In the tool window in sapien Try click on Random pitch and random roll or both and try creating a few weapons until one is created the way you want. might work? also try item collection's if you turn on old markers you can see them better. You may have to make the weapon and then move the capsule. Edited by jackrabbit on Apr 9, 2013 at 09:29 AM This way lets me to rotate it in sapien but ingame its still rotated the same way... There is no way to rotate it without script.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Apr 9, 2013 12:29 PM
Msg. 29 of 29
Quote: --- Original message by: altis94 (script continuous weapons (sleep 5) (object_create batman) (sleep 29) (object_create robin) (sleep 29) (object_create catwoman) (sleep 29) )
BTW this method doesn't sync online.
You only need one sleep at the end. you dont need them between the weapons. Anyways, all you need is host testing. Select a vehicle that will always spawn, give it an object name (if (= (unit_get_health VEHICLENAME) -1) (sleep -1)) ;; If the named vehicle doesnt exist (IE, host computer) stop the script. you can have it check constantly (so it also breaks if they object_destroy_all, or, you can make a startup script that instead of just (sleep -1), it (sleep -1 SCRIPTNAME)
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