No weapons to begin with
- ryan_mckenzie
- Posts: 163
- Joined: Sat Mar 15, 2008 9:52 am
- Location: Good ol' Scotland ;)
No weapons to begin with
How can I remove all weapons/nades when spawning, so that the player begins with nothing?
Re: No weapons to begin with
I don't remember with grenades, but if you go to the cyborg_mp bipd tag and null out his weapons in the dependency swapper, he'll start unarmed (no matter the gametype) and can't throw grenades until he gets a weapon.
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- MarsMartianMan
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Re: No weapons to begin with
Null out the item classes to make it so that no grenades spawn on the map, and change the bipd's grenade capacity to zero in eschaton.
Unless you want to make the player able to pick up the grenades, then I have no idea at the moment.
Unless you want to make the player able to pick up the grenades, then I have no idea at the moment.
- ryan_mckenzie
- Posts: 163
- Joined: Sat Mar 15, 2008 9:52 am
- Location: Good ol' Scotland ;)
Re: No weapons to begin with
Thanks for the help guys.
But eh, we're talking HMT right?
Well I tried your idea Paul, went under biped and choose the cyborg_mp tag. A small amount of information gathered in the "Tag informaion" window, and the "Tag editor" window, as it usually would. But I wasn't sure where to go from there. Sorry, but what's the dependancy swapper?
Thanks.
But eh, we're talking HMT right?
Well I tried your idea Paul, went under biped and choose the cyborg_mp tag. A small amount of information gathered in the "Tag informaion" window, and the "Tag editor" window, as it usually would. But I wasn't sure where to go from there. Sorry, but what's the dependancy swapper?
Thanks.