02-26-2008, 09:20 PM | #1 |
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Disable "jump pad" via LUA
how to? whats the code?
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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02-26-2008, 09:34 PM | #2 |
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Dunno the code, but it should be removed altogether.
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02-26-2008, 10:11 PM | #3 |
Fortress Forever Staff
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You can disable them by removing and never giving kManCannon ammo.
You'd essentially have to add a RemoveAmmo in player_onspawn, and set your bag's mancannons variable to 0...and cap points...and whatever else gives mancannons. |
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02-26-2008, 10:29 PM | #4 |
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ok thanks.
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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02-27-2008, 03:19 PM | #5 |
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Code:
function player_spawn( player_entity ) local player = CastToPlayer( player_entity ) player:RemoveAmmo( Ammo.kManCannon, 1 ) end |
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02-27-2008, 03:53 PM | #6 |
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You also need to edit these to not give mancannon ammo:
Code:
----------------------------------------------------------------------------- -- Grenade Backpack ----------------------------------------------------------------------------- grenadebackpack = genericbackpack:new({ mancannons = 1, gren1 = 2, gren2 = 2, model = "models/items/backpack/backpack.mdl", materializesound = "Item.Materialize", respawntime = 30, touchsound = "Backpack.Touch", botgoaltype = Bot.kBackPack_Grenades }) function grenadebackpack:dropatspawn() return false end Code:
----------------------------------------------------------------------------- -- Capture Points ----------------------------------------------------------------------------- basecap = trigger_ff_script:new({ health = 100, armor = 300, grenades = 200, shells = 200, nails = 200, rockets = 200, cells = 200, detpacks = 1, mancannons = 1, gren1 = 4, gren2 = 4, item = "", team = 0, botgoaltype = Bot.kFlagCap, }) They are in the base_teamplay.lua.
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02-28-2008, 05:48 AM | #7 |
Holy shit, thats kerrigan!
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anyway to return caltrops and scanner?
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02-28-2008, 06:41 AM | #8 |
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no...I'm 99.9 % positive the devs have removed all commands associated with those.
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02-28-2008, 06:01 PM | #9 |
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Radar is definitely gone, though I'm not exactly sure what AS did to disable caltrops...
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03-07-2008, 10:53 PM | #10 |
FF LOL
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Why
Please say this isn't for rock2 |
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03-17-2008, 05:01 PM | #11 |
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i'm not going to disable it for Rock2, but there will be alot of places that you cant build them.
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03-17-2008, 06:24 PM | #12 | |
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Quote:
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03-17-2008, 07:02 PM | #13 |
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nobuild "should" work, right??
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-------------------------------FF_Rock2(WIP)------------------------------ ---------------------------FF_RedGiant(Released)------------------------- --------------------------FF_Fragzone_G(Released)------------------------ --------------------------FF_Civibash_G(Released)------------------------ -------------------FF_Conc_G1(WIP)-------------------- -------------------FF_Hollow_G(WIP)--------------------- |
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03-17-2008, 07:14 PM | #14 |
Holy shit, thats kerrigan!
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then you have no SGs or disp being built there either
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03-17-2008, 07:18 PM | #15 | |
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Quote:
EDIT: Ok here is the code for a nobuild: Code:
----------------------------------------------------------------------------- -- No builds: area where you can't build ----------------------------------------------------------------------------- nobuild = trigger_ff_script:new({}) function nobuild:onbuild( build_entity ) return EVENT_DISALLOWED end no_build = nobuild Again I wouldn't know without access to the game code cause I can't find that stuff in .lua as it's a core mechanic and not changeable AFAIK. But if it is an "explode_entity" then you would need a code like this: Code:
----------------------------------------------------------------------------- -- No Mancannon: Can not build a mancannon / jump pad ----------------------------------------------------------------------------- nomancannon = trigger_ff_script:new({}) function nomancannon:onbuild( explode_entity ) if IsMancannon( explode_entity ) then return EVENT_DISALLOWED end return EVENT_ALLOWED end
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard Last edited by Dr.Satan; 03-17-2008 at 07:35 PM. |
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03-17-2008, 07:20 PM | #16 |
Holy shit, thats kerrigan!
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it does. congestues, made before 2.0, has a really annoying nobuild in the yard, and you cant build jumppads
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03-17-2008, 07:52 PM | #17 |
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Ok...well if that's the case then you would need this (I think):
Code:
----------------------------------------------------------------------------- -- No Mancannon: Can not build a mancannon / jump pad ----------------------------------------------------------------------------- nomancannon = trigger_ff_script:new({}) function nomancannon:onbuild( build_entity ) if IsMancannon( build_entity ) then return EVENT_DISALLOWED end return EVENT_ALLOWED end
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