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Old 11-22-2006, 09:28 PM   #1
Xenogenetic
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Default Respawning Weapons for DM

What is a good method? Here is a list of what I have tried so far:

game_player_equip - They don't seem to work at all.

env_entity_maker - I have used this with a trigger_proximity, func_button, this is a really complicated and sloppy-feeling way of doing it.

point_clientcommand - Gives everyone the weapons, different gameplay kinda.

None of these are nice, does anyone have any suggestions?

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Old 11-23-2006, 03:49 AM   #2
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Default Re: Respawning Weapons for DM

make a usable weapon rack that gives you weapons, maybe?
spawn points by pistol racks, seems like a viable idea.
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Old 11-23-2006, 08:11 AM   #3
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Default Re: Respawning Weapons for DM

I don't know about env_entity_maker, but with npc_maker or npc_template_maker you have an option to create an infinite supply of entities (spawnflags |= 32), as well as specify maximum number of live children (which in this case will be 1 -- the weapon entity is "killed" when it is picked up) and the spawn frequency. If this functionality is available in env_entity_maker, or if you can rig npc_template_maker to spawn guns instead of enemies (which I believe you can do with npc_create console command, so you should be able to), then you can probably simulate the classic DM weapon respawn.

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Last edited by Pa3PyX : 11-23-2006 at 08:21 AM.
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Old 11-23-2006, 09:21 AM   #4
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Default Re: Respawning Weapons for DM

That is an option with env_entity_maker but there is no way to set a time delay between respawns without getting more complicated. I might just do that and add a limited amount of spawnpoints to balance the map.

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Old 12-13-2006, 11:17 PM   #5
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Talking Re: Respawning Weapons for DM

did you all get it to work yet?

i got them to respawn it works real good but i have not tryed it out in the dm yet

if someone wants to post the map i have a test map that has all the weapons on it
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Old 12-14-2006, 07:19 AM   #6
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Default Re: Respawning Weapons for DM

It's not really the question of getting it to work as much as getting it to work well. Spawning weapons is easy but spawning them so the map is balanced and players can't spam weapons is completely different. Basically a lot of triggers don't work after the player dies so its tricky, but I did get it working even though it's not perfect.

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Old 12-14-2006, 08:23 AM   #7
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Default Re: Respawning Weapons for DM

i know all about that i didnt use any triggers to spawn them its the point_template and the logic_relay and some other stuff doing it ifi had two copys of sin i would test it out i think this will work its set to respawn the weapon 10 sec's of you pick it up i would go into how it works but theres to much going on
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Old 12-14-2006, 09:17 AM   #8
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Default Re: Respawning Weapons for DM

well it works but its buggy the mp is to damn buggy for me so ill hold off on mapping tell they put the real mp out
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Old 12-14-2006, 02:30 PM   #9
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Default Re: Respawning Weapons for DM

havent been on the fourm for ages theres multiplayer where do i get it from???

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Old 12-14-2006, 04:44 PM   #10
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Default Re: Respawning Weapons for DM

@tbone that idea is good except when an explosion goes off the weapons can get knocked out of reach. My fix for that (which is the one I have been using for a while) it to put a trigger_proximity around a suspended weapon model and have a play run through that to pick up their guns. It worked pretty well in a DM test.

@snake http://www.ritualistic.com/forums/sh...ad.php?t=18747

Get on IRC and ask anyone if they want to play, thats the easiest way.

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Old 12-14-2006, 10:39 PM   #11
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Default Re: Respawning Weapons for DM

yea i seen that the weapons can be pick up if you already have a weapon and you can hide it from the other players and it wont respawn tell someone picks it up so that sucks well i do have away around it ill test it out tonight
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Old 12-14-2006, 11:12 PM   #12
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Default Re: Respawning Weapons for DM

You don't trust my method? The best method of course is to have the template weapon's "start constrained" flag checked. Too bad ammo doesn't have the same thing.

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Old 12-14-2006, 11:59 PM   #13
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Default Re: Respawning Weapons for DM

yeah i know about the start constrained it work that way
but i was going to use my old way of trigger_teleport i used in other maps i made long time ago
i just tested it out and it didnt work

Xenogenetic give me your email ill send you my test map see if its works for ya it works good on my side
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Old 12-15-2006, 04:50 PM   #14
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Default Re: Respawning Weapons for DM

trigger_teleport? why would you use that at all? I don't need to see the map, I am just going to wait for the next update.

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