dmw88 24 Posted January 17, 2019 Report Share Posted January 17, 2019 (edited) 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 January 17, 2019 by dmw88 Quote Link to post Share on other sites
Obsttorte 1508 Posted January 17, 2019 Report Share Posted January 17, 2019 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 tocreate a global variable storing whether the player already found a bowincorporating 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 yetcreate a little script that changes the state of the variable once a bow has been found Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
dmw88 24 Posted January 17, 2019 Author Report Share Posted January 17, 2019 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? Quote Link to post Share on other sites
nbohr1more 2162 Posted January 17, 2019 Report Share Posted January 17, 2019 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. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
dmw88 24 Posted January 17, 2019 Author Report Share Posted January 17, 2019 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? Quote Link to post Share on other sites
Obsttorte 1508 Posted January 18, 2019 Report Share Posted January 18, 2019 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. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
VanishedOne 546 Posted January 18, 2019 Report Share Posted January 18, 2019 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. Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
Obsttorte 1508 Posted January 18, 2019 Report Share Posted January 18, 2019 This sounds complicated Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
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