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Old 02-26-2008, 08:20 PM   #1
GambiT
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Disable "jump pad" via LUA

how to? whats the code?
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Old 02-26-2008, 08:34 PM   #2
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Dunno the code, but it should be removed altogether.
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Old 02-26-2008, 09:11 PM   #3
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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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Old 02-26-2008, 09:29 PM   #4
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ok thanks.
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Old 02-27-2008, 02:19 PM   #5
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Code:
function player_spawn( player_entity )
	local player = CastToPlayer( player_entity )
	player:RemoveAmmo( Ammo.kManCannon, 1 )
end
Just incase you haven't worked it out yet.
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Old 02-27-2008, 02:53 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,
})
Either delete those or change to 0

They are in the base_teamplay.lua.
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Old 02-28-2008, 04:48 AM   #7
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anyway to return caltrops and scanner?
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Old 02-28-2008, 05:41 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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Old 02-28-2008, 05:01 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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Old 03-07-2008, 09:53 PM   #10
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Why

Please say this isn't for rock2
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Old 03-17-2008, 04:01 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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Old 03-17-2008, 05:24 PM   #12
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Quote:
Originally Posted by GambiT
i'm not going to disable it for Rock2, but there will be alot of places that you cant build them.
well then disabling them that way isn't the way to go...what you want / need to do is to nocannon code or some other clever name that mimics the noannoyances code.
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Old 03-17-2008, 06:02 PM   #13
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nobuild "should" work, right??
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Old 03-17-2008, 06:14 PM   #14
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then you have no SGs or disp being built there either
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Old 03-17-2008, 06:18 PM   #15
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Quote:
Originally Posted by greenday5494
then you have no SGs or disp being built there either
that and I don't know that nobuild covers jumppad...I'll check my 2.0 install and let you know though!

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
so anytime someone tries to "build_entity" then it is denied. I don't have access to the game code but I would assume that the detpack and mancannon are built off of the same (or reletively close to each other) code b/c of the way they are "built" in game. I think that mancannonc and detpack are different then Sg / disp. in that they are not "build_entities" and are defined as something different (at least that's how I would do it!). I would assume it is coded under "explode_entity" with the same build mechanics as the detpack but with a different time (not custom) and cast to scout instead of to demo!

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
again that's assuming the mancannon is defined as an explode_entity and not as a build_entity. If it's a build entity then you should just have to replace the explode part with build and that will solve it cause it will allow anything that is a "build_entity" as long as it is not Mancannon. Also my code might be wrong, but I'm about 95% confident that it is right.
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Last edited by Dr.Satan; 03-17-2008 at 06:35 PM.
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Old 03-17-2008, 06:20 PM   #16
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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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Old 03-17-2008, 06:52 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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