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dmw88

Starting a mission with no bow

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From what Ive seen it seems like the player always has a bow. Even if you start the player with no equipment, as soon as he picks up an arrow he automatically has a bow to shoot it with. Is there a way to start the player with no bow, so that he has to find one before he can use any arrows he might find?

Edited by dmw88

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This would require to tweak the weapon scripts that are used by the arrows. Note that the bow itself isn't a weapon using different arrow types as different ammuntion as one might guess, but each arrow type corresponds to its own weapon, simple sharing the weapon viewmodel with the other arrow types. The weapon behaviour was kept as it was with doom 3, where the player basically has all weapons from start on, but can only equip them if he has ammunition for it (if it requires some).

 

For the behaviour you are aiming for you would have to

  • create a global variable storing whether the player already found a bow
  • incorporating a conditional in the 'draw weapon' function that, depending on the state of that variable when an arrow should be equipped, denying it if he hasn't found the bow yet
  • create a little script that changes the state of the variable once a bow has been found

FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Is this something that could be incorporated at the FM level? Is it possible to overwrite weapon scripts and incorporate global variables like that without modifying the game itself?

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Yes, you can override scripts, defs, materials, textures, audio, glprogs, and an number of things

that are global by packing them in the corresponding sub-folders in your mission package.

 

C++ compile is only needed for things that aren't accessible to the these interface types

or would be too slow to implement via scripting.


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Much appreciated. I'll go head and look into this approach. Any idea on where in the whole system I might throw a global variable like a boolean has_bow?

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This variable could simple go into the missions main script as well as the function to be called to change the state of set variable. The weapon scripts can be found in the script subfolder.


FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I think this came up before at some point, and there was a suggestion to create new item defs that use the arrow models but put items into the regular inventory instead, then have finding a bow trigger a script to convert those inventory items to normal ammo.


Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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This sounds complicated :wacko:


FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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