hardcore_gamer Posted August 8, 2012 I am making a map for Zdoom in hexen format and I don't want the player to start with any weapons, not even the pistol. Is there I way I can accomplish this? 0 Share this post Link to post
schwerpunk Posted August 8, 2012 As you're using ZDoom, I know for a fact that there is. And I know it involves scripts. BRB... EDIT: I was expecting a long quest for the answer; turns out that it was the first Google search result. On this forum, too, as it were. Basically, you need to hit F10 in Doom Builder and paste this:#include "zcommon.acs" script 1 enter { ClearInventory(); } I believe that's all you'd need. Gonna test it out myself, now... EDIT2: tested; works. EDIT3: If you'd like to know more about scripting, I'd recommend the following pages. http://zdoom.org/wiki/A_quick_beginner%27s_guide_to_ACS http://zdoom.org/wiki/Tutorials#ACS_Related http://www.zdoom.org/wiki/Action_specials P.S. credit goes to Kappes Buur for getting me into this wonderful shit. [: 0 Share this post Link to post
Enjay Posted August 10, 2012 Or you could make a custom player class that has no weapons at startup. http://zdoom.org/wiki/Creating_new_player_classes http://zdoom.org/wiki/Classes:DoomPlayer You'd probably want to inherit from DoomPlayer and give it no start items. 0 Share this post Link to post
hardcore_gamer Posted August 10, 2012 I should probably have worded things a bit differently. When I said no weapons I meant no guns. I don't want the player to loose his fists 0_o 0 Share this post Link to post
schwerpunk Posted August 10, 2012 Did some quick research; think it would look like this, then: script 1 ENTER { ClearInventory(); GiveInventory("Fist", 1); } Haven't tested it, but I'm pretty that should work, EDIT: Just tested it, and it works. Only problem I can see is that the player starts out with no weapon selected, so he has to press "1" in order to switch to fist. 0 Share this post Link to post
TimeOfDeath Posted August 10, 2012 schwerpunk said:Only problem I can see is that the player starts out with no weapon selected, so he has to press "1" in order to switch to fist. I think that happens only if you use noswitchonpickup. 0 Share this post Link to post
schwerpunk Posted August 10, 2012 Ah... Okay, a bit more research. I've tested this, and it works, even if you've got noswitchonpickup: script 1 ENTER { ClearInventory(); GiveInventory("Fist", 1); SetWeapon("Fist"); } I'm just now learning scripting myself, so maybe there's an easier way to do this, but it looks pretty good to me. 0 Share this post Link to post
Enjay Posted August 11, 2012 It doesn't need to be scripted. This method is map independent (ie you can load it with any simple map ad it will work). MAPINFOGameInfo { PlayerClasses = "MyDoomPlayer" }DECORATEACTOR MyDoomPlayer : DoomPlayer { Player.StartItem "Fist" } Here it is as a PK3. Just load the file and it should do what you want. http://www.zen64060.zen.co.uk/examples/nopistol.pk3 0 Share this post Link to post