Apocalypse Posted January 11, 2006 how can i make that if you start a level you don't have any weapons just your bare hands 0 Share this post Link to post
Grazza Posted January 11, 2006 You can do this with a dehacked patch that sets the initial number of bullets to zero.Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 19 Patch format = 6 Misc 0 Initial Bullets = 0 0 Share this post Link to post
Khorus Posted January 12, 2006 Check total darkness 1 for an example aswell. 0 Share this post Link to post
Ezxariarch Posted January 13, 2006 If you are using Zdoom, you can use the sprites to remove weapons (i think) and ammo. Something to the lines of this. Script 1 OPEN { A_TakeInventory (bullets, 999); } The siyntax is probably incorrect, though. 0 Share this post Link to post
TheDarkArchon Posted January 13, 2006 Not quite: Script 1 ENTER //Player activated, not world { TakeInventory("Pistol",1); TakeInventory("Clip",50); //Yes you can actually remove the pistol } Script 2 RESPAWN //For Co-op { TakeInventory("Pistol",1); TakeInventory("Clip",50); //Class is case sensitive. "Clip" is bullets } 0 Share this post Link to post
Apocalypse Posted January 13, 2006 thanks allot i'll check them out as soon as possible if it doesn't work i'll let you know 0 Share this post Link to post
Apocalypse Posted January 30, 2006 It works thanks allot. but you are starting with the gun in your hand if you fire it will switch to fist. So I took away the gun out of the inventory and when i'm playing and picking up some clips I won't get the gun back. How do i fix this problem? 0 Share this post Link to post
MasterOFDeath Posted January 30, 2006 What you are wanting to do it sounds like is let the player keep the pistol, just take away all their ammo. If you are using that ACS code (like I assume you are), then you need to cut out a couple lines.Script 1 ENTER //Player activated, not world { //TakeInventory("Pistol",1); TakeInventory("Clip",50); } Script 2 RESPAWN //For Co-op { //TakeInventory("Pistol",1); TakeInventory("Clip",50); }Lines with comments are the ones you want to remove. 0 Share this post Link to post
Apocalypse Posted January 31, 2006 MasterOFDeath said:What you are wanting to do it sounds like is let the player keep the pistol, just take away all their ammo. If you are using that ACS code (like I assume you are)Yes i am using those lines but that still doesn't solve my problemApocalypse said:but you are starting with the gun in your hand if you fire it will switch to fist. So I took away the gun out of the inventory and when i'm playing and picking up some clips I won't get the gun back. How do i fix this problem? 0 Share this post Link to post
MasterOFDeath Posted January 31, 2006 Oh, for that use ChangeWeapon("Pistol"); 0 Share this post Link to post
Doom'd Marine Posted February 1, 2006 Apocalypse said:It works thanks allot. but you are starting with the gun in your hand if you fire it will switch to fist. So I took away the gun out of the inventory and when i'm playing and picking up some clips I won't get the gun back. How do i fix this problem? if you move to Skulltag format for doom builder, using the skulltag Iwad you can acually get a pistol pick up..i dont think it would help but you never know... 0 Share this post Link to post