valtiel Posted July 27, 2016 Hey I'm new to Doom modding. I was wondering how do i take away the characters weaponry. I'm using zdoom ACS. so i've tried; #include "zcommon.acs" Script 1 enter { clearinventory (); healthing (100); takeinventory ("pistol", 1); } 0 Share this post Link to post
Spectre01 Posted July 27, 2016 You can use a Death Exit to start the player fresh in the next level by teleporting him into some barrels and a John Romero head. That's the easiest way at least. 0 Share this post Link to post
scifista42 Posted July 27, 2016 In ZDoom, the easiest and cleanest way is to use "ResetHealth" and "ResetInventory" in the map's definition in MAPINFO. This will just enforce a classic "pistol start". If you want to take away the player's Pistol (and maybe the Fist) too, either make a custom player class who doesn't have the Pistol (and Fist) as a start item (and give them to him via a script later), or use TakeInventory in an ENTER script as you already do. If you do NOT want to enforce a classic "pistol start" with complete inventory reset to defaults and health reset to 100%, but you want to merely take the player's weapons away, then just take them one by one via TakeInventory. 0 Share this post Link to post
ViperGTS96 Posted July 31, 2016 Script 1 (void) { ClearActorInventory(0); } 0 is by default the player's TID, unless you changed it in a script or map. You can call that script with ACS_Execute to use at will, or replace "void" with "enter" for each level start to activate it. You'll have no weapons, no fist, nothin'. 0 Share this post Link to post
ViperGTS96 Posted July 31, 2016 I just tried clearinventory() , and that actually works the same in Zandronum 2x. What Port are you using? 0 Share this post Link to post
scifista42 Posted July 31, 2016 I think valtiel was trying to remove player's weapons, but keep his pistol, and his ClearInventory actually worked, the main problem was that he used TakeInventory instead of GiveInventory for the pistol. 0 Share this post Link to post