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			| Awesomeness 
					Joined: Sat Jun 19, 2010 5:02 pm
 Posts: 331
 Location: Mekkan
   |   Forcing an actor to only use a certain weaponThis weapon already cannot be destroyed, so making new ones isn't a problem, by the way.  I've tried messing with inventory-changing methods from LuaDocs/Actor on the temporary wiki to no avail...  But I'm sure this has been done before.  How do you do it? 
 
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			| Fri Aug 20, 2010 5:04 pm | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Forcing an actor to only use a certain weaponWhy don't you just set Charheight to 0 or below and just have him unable to pick up weapons?There's probably a Lua way to do the same thing (pickup disabling) if that's not possible.
 
 
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			| Fri Aug 20, 2010 5:13 pm | 
					
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			| Awesomeness 
					Joined: Sat Jun 19, 2010 5:02 pm
 Posts: 331
 Location: Mekkan
   |   Re: Forcing an actor to only use a certain weaponI'd actually like it to say a message (something like "I can't use that!") each time he tries to pick up a different weapon or drop his weapon.  This is tough... 
 
 
    							Last edited by Awesomeness on Fri Aug 20, 2010 10:46 pm, edited 1 time in total. 
 
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			| Fri Aug 20, 2010 5:20 pm | 
					
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			| Mad Alex 
					Joined: Sat Oct 17, 2009 2:07 pm
 Posts: 127
   |   Re: Forcing an actor to only use a certain weaponself:GetController():SetState(Controller.WEAPON_PICKUP, false);
 Add this line in update function.
 
 
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			| Fri Aug 20, 2010 5:57 pm | 
					
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			| Awesomeness 
					Joined: Sat Jun 19, 2010 5:02 pm
 Posts: 331
 Location: Mekkan
   |   Re: Forcing an actor to only use a certain weaponMad Alex wrote: self:GetController():SetState(Controller.WEAPON_PICKUP, false);
 Add this line in update function.
See my other post; that won't work for what I want.
 
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			| Fri Aug 20, 2010 10:47 pm | 
					
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			| Mad Alex 
					Joined: Sat Oct 17, 2009 2:07 pm
 Posts: 127
   |   Re: Forcing an actor to only use a certain weaponCode: if self:GetController():IsState(Controller.WEAPON_PICKUP)self:GetController():SetState(Controller.WEAPON_PICKUP, false);
 *your message*
 end
What is "message"? Screen text? Or sound? (Something like "beep" error signal?)
 
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			| Fri Aug 20, 2010 11:21 pm | 
					
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			| Awesomeness 
					Joined: Sat Jun 19, 2010 5:02 pm
 Posts: 331
 Location: Mekkan
   |   Re: Forcing an actor to only use a certain weaponI'm making a campaign.  It's the yellow screen text. 
 
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			| Fri Aug 20, 2010 11:34 pm | 
					
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			| Mad Alex 
					Joined: Sat Oct 17, 2009 2:07 pm
 Posts: 127
   |   Re: Forcing an actor to only use a certain weaponCode: if self:GetController():IsState(Controller.WEAPON_PICKUP)self:GetController():SetState(Controller.WEAPON_PICKUP, false);
 FrameMan:SetScreenText("Your message", Activity.PLAYER_1, 0, 2000, true);
 end
Then it looks like that. I'm not sure about parameters. Look here: http://drlwiki.thebunny.info/wiki/index ... ScreenText  (temp wiki limk) Quote: SetScreenTextSets the message to be displayed on top of each player's screen
 Arguments:
 * An std::string that specifies what should be displayed.
 * Which screen you want to set text to.
 * The interval with which the screen will be blinking, in ms. 0 means no blinking.
 * The duration, in MS to force this message to display. No other message can be displayed before this expires. ClearScreenText overrides it though.
 * Vertically centered on the screen
 Return value:None.
 
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			| Sat Aug 21, 2010 12:27 am | 
					
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