Scripted Weapon & Auto Lives Issue

Need Help? The Day isnt going so well on the Mapping front?
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EinhanderC7
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Scripted Weapon & Auto Lives Issue

Post by EinhanderC7 »

I have 2 Issues that are currently plagueing my map of 3 series oc_descention, My weapon_scripted has no issues spawning or being given automaticly to the player on spawn but rather tends to fly away from the player and cannot be used other than to take residence permanently on the floor. I Have tried figuring that out but I'm currently stumped.

My 2nd issue is with the lives system, in no way did I authorize my map the give the player "9" lives in which to use. I cannot have this function on this level becuase I'm mapping in surprises that are sure to kill players and with a lives system I don't believe that would be good for the level. I looked through everything in hammer and I could not figure out why in hammers attributes that the live's system was activated.

If you have any idea on a fix I would be delighted to hear it.
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Re: Scripted Weapon & Auto Lives Issue

Post by Axel_m3sh »

mp_livesmode 0 (i think) in your map cfg would fix it, but you can turn off lives through hammer as well (I think go to world properties, and set livesmode to 0, that or it was co-op mode under some list)

As for the weapons, make sure they don't have overlapping bucket positions with other default weapons or so else they can't be picked up (I think)

Edit: post your custom weapon code just in case?
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Re: Scripted Weapon & Auto Lives Issue

Post by EinhanderC7 »

This is my _modify.txt file:
oc_descention_1
{
Remove
{
ClassName
{
"worldspawn" {}
"func_water_analog" {}
"infodecal" {}
"prop_static" {}
"prop_physics" {}
"func_breakable" {}
"npc_fastzombie_torso" {}
"npc_headcrab_fast" {}
"item_ammo_crate" {}
"info_player_start" {}
"env_smokestack" {}
"env_steam" {}
"npc_template_maker" {}
"npc_zombine" {}
"weapon_scripted" {}
"item_box_buckshot" {}
}
TargetName
{
"Combine_Gate" {}
"Zombie_Template" {}
"PoisonZombie_Template" {}
}
Origin
{
"6408 1172 -298" {}
"6408 1167 -298" {}
"6404 1124 -301" {}
"6404 1092 -301" {}
}
}
SpawnItems
{
"weapon_crowbar" "1"
"custom_hmg1" "1"
"custom_g36c" "1"
"custom_ump45" "1"
"custom_deagle" "1"
"weapon_healer" "1"
"item_ammo_ar2_large" "4"
"item_ammo_smg_large" "2"
"item_ammo_357_large" "2"
}

The ammo spawn properly, as well does the hmg1, all the others get tossed.
None of them have the same bucket positions and even if I put them in the map manualy they cannot be used.
}
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Re: Scripted Weapon & Auto Lives Issue

Post by Axel_m3sh »

Can I see the weapon script as well?

also are you trying to remove worldspawn? (ohgawd)
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Re: Scripted Weapon & Auto Lives Issue

Post by EinhanderC7 »

all the weapon scripts are in the scripts folder, No I'm using the _modify generator and it automaticly does that.
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Re: Scripted Weapon & Auto Lives Issue

Post by fug4life »

I dont really know the root of the problem but there are other issues in your modify script, and with mapadding you'll encounter undesirable effects when you make a mistake, even with unrelated entities.

You've removed entities that I'd say are risky to remove without causing side effects basically.

For instance:

func_water_analog is a tie-able brush based entity, It may not like being removed.

You've also removed a couple of npc_template_makers and their asscociated templated npcs.
This will probably also cause side effects.

Basically with mapadding you can get away with pretty much everything except anything that is Templated or works in conection with template entities and in most cases all brush based things including tie-able entities.
Some trigger brushes can be altered and used via input out puts, but really its trial and error as to which will react safely and which will cause issues in the map.

^Thats about the best advice I can give.

When I mapadd 99% of the time I avoid, working or interacting with brushes.
And I avoid, templated npcs, template makers, point templates and env_entity maker.

Anything else can probably be used.

Sort out that and you may just find things will work normally again, as looking at the weapons in your modify they should work.
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Re: Scripted Weapon & Auto Lives Issue

Post by Shana »

Make sure mp_weaponstay isn't on, it results in only being able to carry one scripted weapon.

Also yes your modify script is pretty fraked up.
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Re: Scripted Weapon & Auto Lives Issue

Post by EinhanderC7 »

The scripted weapons wrok properly now, but lives are still enabled. I tried turning them of via script but that ended up no were.
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Re: Scripted Weapon & Auto Lives Issue

Post by Axel_m3sh »

If you are turning it off by script, make sure its in a _cfg file not a _modify file, place the command in there if you haven't done so already
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Re: Scripted Weapon & Auto Lives Issue

Post by EinhanderC7 »

its in the cfg file, thats why I cant figure it out.
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Re: Scripted Weapon & Auto Lives Issue

Post by Axel_m3sh »

Did you try going in game and setting mp_livesmode (or something along that line) to 0 on your map?

If it works then hurray, if not I'm as stumped as you are
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Re: Scripted Weapon & Auto Lives Issue

Post by EinhanderC7 »

I did that already lol, maybe i should just give the players 50 lives? hopefully that would overide the 10 lives they get
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