Exhumed Powerslave II
- Delacroix
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Subject: Re: Exhumed Powerslave II
Post Posted: 23 Jul 2011, 00:51
That's bad -- IMO you should choose it a different way, for example force the maps where you're supposed to have zero weapons into VRikersGame gametype instead.
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 24 Jul 2011, 07:23
oh delcaroix your my true here i will make it for episode 2. Its too late for episode 1 now since its released.
- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 24 Jul 2011, 08:04
hey i didnt work. Yes it had effects like the waking up thingy but all weapons are left. Help me again plz
- integration
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Subject: Re: Exhumed Powerslave II
Post Posted: 24 Jul 2011, 10:47
VRikersGame doesn't take you away your weapons, but EndGame does. But it will also take away your inventory and your HUD. If you want your HUD back, then make a dummy map (with EndGame as GameType), where you immediately fall down in a teleporter so that you start the next map (with standard GameType). Oh and I don't know what OldSkool does, when switching to EndGame.
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- integration
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Subject: Re: Exhumed Powerslave II
Post Posted: 24 Jul 2011, 21:46
That's why I hate OldSkool: You can never be sure what it is doing.
If you want, I can write some kind of trigger, which deletes your weapons. But I have to know: Do you want to delete all weapons or only some specific? Do you want to keep your other inventory (like armor, searchlight or invisibility)?
If you want, I can write some kind of trigger, which deletes your weapons. But I have to know: Do you want to delete all weapons or only some specific? Do you want to keep your other inventory (like armor, searchlight or invisibility)?
- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 25 Jul 2011, 16:48
Well all weapons especialy. Exept the translocator. and armor and searchlight.
- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 25 Jul 2011, 22:51
http://www.gamefront.com/files/20597479/zDelete.zip
What you have to do:
1. Open zDelete.unr in UnrealEd
2. Open your map in UnrealEd
3. You should now be able to use theclass DeleteTrigger in the Actor browser. You find it under Triggers -> Trigger.
4. Place a DeleteTrigger next to the playerstart.
Probably you have to edit the DeleteTrigger's properties (mainly the menu points DeleteTrigger, Collision, Trigger). Per default it should take away all your weapons but no inventory and can be only triggered once.
Notes:
There will be difficulties with Coop. If you choose WeaponDelete = true, all weapons will be deleted except those specified under WeaponExclude. If you choose WeaponDelete = false, only the weapons specified under WeaponExclude will be deleted.
If you choose WeaponDelete = true, specify a weapon under WeaponExclude and use WeaponWithSameAmmo = true, then all weapons will the same ammo will be deleted, too. Which means specifying Automag will also delete the Minigun. I did that because OldSkool uses its own weapons (with decals), so deleting the normal ASMD will also delete the OldSkool ASMD.
AmmoDelete/AmmoExclude,PickupDelete/PickupExclude work similiar to WeaponDelete/WeaponExclude.
The Ammo will not be deleted(except that from Dispersion), its amount will be set to 0, because deleting ammo while keeping the weapon would have a strange effect on the HUD (though my way can cause trouble with Ammo regen mutators).
What you have to do:
1. Open zDelete.unr in UnrealEd
2. Open your map in UnrealEd
3. You should now be able to use theclass DeleteTrigger in the Actor browser. You find it under Triggers -> Trigger.
4. Place a DeleteTrigger next to the playerstart.
Probably you have to edit the DeleteTrigger's properties (mainly the menu points DeleteTrigger, Collision, Trigger). Per default it should take away all your weapons but no inventory and can be only triggered once.
Notes:
There will be difficulties with Coop. If you choose WeaponDelete = true, all weapons will be deleted except those specified under WeaponExclude. If you choose WeaponDelete = false, only the weapons specified under WeaponExclude will be deleted.
If you choose WeaponDelete = true, specify a weapon under WeaponExclude and use WeaponWithSameAmmo = true, then all weapons will the same ammo will be deleted, too. Which means specifying Automag will also delete the Minigun. I did that because OldSkool uses its own weapons (with decals), so deleting the normal ASMD will also delete the OldSkool ASMD.
AmmoDelete/AmmoExclude,PickupDelete/PickupExclude work similiar to WeaponDelete/WeaponExclude.
The Ammo will not be deleted(except that from Dispersion), its amount will be set to 0, because deleting ammo while keeping the weapon would have a strange effect on the HUD (though my way can cause trouble with Ammo regen mutators).
- Nali Nemisis
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- zacman
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Subject: Re: Exhumed Powerslave II
Post Posted: 27 Jul 2011, 05:15
For Oldskool, you have to put the gametype change in the teleporter, same way as starting a coop game or w/e
Instead of Blah#Blah?Peer
put Blah#BlahGame=Unrealshare.endgame?Peer
(or it might have been #game)
Instead of Blah#Blah?Peer
put Blah#BlahGame=Unrealshare.endgame?Peer
(or it might have been #game)
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- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 27 Jul 2011, 15:38
eh well its no problem with that anymore but thanks anyway
- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 07 Sep 2011, 09:19
Darn it the translocator and the chainsaw is still there now. Help me anyone
- integration
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Subject: Re: Exhumed Powerslave II
Post Posted: 07 Sep 2011, 12:13
Could you upload your map (and some maps before where you get the weapons) and send me a private message with the link?
- Nali Nemisis
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Subject: Re: Exhumed Powerslave II
Post Posted: 18 Sep 2011, 23:09
I'll do it sometime dont worry this mod will take a few years anyway so i will post it whenever i feel
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