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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Making devices disappear
Alright, so I did some searching about this. I know this issue has been gone over, but I didn't find a direct answer to my problem.
When an actor drops a device, such as a weapon, how do you set it so it can't be picked up? This "weapon" I'm dealing with has no sprite, but even so, when the actor holding it gibs, there's still the red arrows and the name of the "weapon" in midair for a bit. How do I avoid this? I need a solution, as the actor is supposed to gib, and it'd look dumb to have the arrows and weapon name appear every time.
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Fri Dec 07, 2007 8:50 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Making devices disappear
Darlos9D wrote: Alright, so I did some searching about this. I know this issue has been gone over, but I didn't find a direct answer to my problem.
When an actor drops a device, such as a weapon, how do you set it so it can't be picked up? This "weapon" I'm dealing with has no sprite, but even so, when the actor holding it gibs, there's still the red arrows and the name of the "weapon" in midair for a bit. How do I avoid this? I need a solution, as the actor is supposed to gib, and it'd look dumb to have the arrows and weapon name appear every time. Well this is tough to answer without knowing specifically what you're doing, but it may be easiest to make it at least one pixel in size and then make the actor gib into incredibly shortlived very sharp particles as well. When your actor gibs, it'll gib the weapon too. That work?
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Fri Dec 07, 2007 9:22 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Making devices disappear
Well, specifically, whats going on is this:
I have an exploding projectile thats actually an actor. The actor normally gibs upon impact, but it also has a "weapon" that it fires at anything it gets close to. The GibImpulseLimit on the actor is really low, so when it fires that "weapon" it instantly gibs from the recoil. In this manner I've made a proximity-bomb of sorts.
Of course, when the actor actually explodes, the "weapon" goes flying away too. Now, the weapon is in fact a one-pixel transparent thing with a really low GibImpulseLimit as well, but it still seems to survive a lot of the time, so you get the name of the weapon with red arrows pointing down below it flying through the air.
Isn't there some kind of variable you can set so an weapon can't be picked up? I know you can do Buyable=0 to keep things out of the buy meny, but is there something similar for whether or not a weapon can be picked up in-game?
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Fri Dec 07, 2007 9:47 am |
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The Mushroom Man
Joined: Sat Jan 27, 2007 4:47 am Posts: 221 Location: In a box
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Re: Making devices disappear
Copy the code out of the zombie mod. Those weapons disappear after the zombies die.
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Fri Dec 07, 2007 10:16 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: Making devices disappear
I know if you set GetshitbyMOS=0, it can't be destroyed, but it can't be picked up either. Mind you, my modding skills (Such as they are) are rusty.
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Fri Dec 07, 2007 11:32 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Making devices disappear
This ones easy: Just set the AutoGenerate to 0 on the HDFireArm part so it will dissappear on contact with ground.
Also make it GetsHitByMOs = 0 just to make sure no scum can pick it up. Not necesary though.
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Fri Dec 07, 2007 12:18 pm |
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blipflip
Joined: Fri Dec 22, 2006 12:47 pm Posts: 181 Location: I am the monkey. I can go ANYWHERE.
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Re: Making devices disappear
Ooh I didn't know about autogenerate.
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Fri Dec 07, 2007 10:47 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Making devices disappear
numgun wrote: This ones easy: Just set the AutoGenerate to 0 on the HDFireArm part so it will dissappear on contact with ground.
Also make it GetsHitByMOs = 0 just to make sure no scum can pick it up. Not necesary though. Alright, if thats the best there is, I'll do that. So... I put in the line "AutoGenerate = 0"? It doesn't seem to recognize the command
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Sat Dec 08, 2007 1:17 am |
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HSWASA
Joined: Sun Oct 14, 2007 7:57 am Posts: 113 Location: My basement... Why? Are You A Stalker?!
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Re: Making devices disappear
numgun was wrong???? TIS TEH APOCALYPSE!!!!!!
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Sat Dec 08, 2007 2:00 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Making devices disappear
HSWASA wrote: numgun was wrong???? TIS TEH APOCALYPSE!!!!!! BLASPHEMY! HE CANNOT BE WRONG
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Sat Dec 08, 2007 10:05 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Making devices disappear
Darlos9D wrote: numgun wrote: This ones easy: Just set the AutoGenerate to 0 on the HDFireArm part so it will dissappear on contact with ground.
Also make it GetsHitByMOs = 0 just to make sure no scum can pick it up. Not necesary though. Alright, if thats the best there is, I'll do that. So... I put in the line "AutoGenerate = 0"? It doesn't seem to recognize the command It's in the DeepGroup sections.
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Sat Dec 08, 2007 10:21 am |
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