Staredit Network

Staredit Network -> UMS Assistance -> 9mm Trigger
Report, edit, etc...Posted by Zombie on 2004-05-12 at 21:19:37
after countless failures, to make the weapon system, and i need some one who is great with triggers, i asked yoshi, but he cant. here is the map


i want it so you can choose what weapon, then get your guy put in the weapon invotory and the weapon out
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 21:23:58
Need ammo? Or something? Just look at the tutorial for ammo but I bet I can help you with the inventory thing. Do you have a section made out for it?
Report, edit, etc...Posted by Zombie on 2004-05-12 at 21:42:38
no not ammo, nice idea though lol, my weapon system like you can choose what weapon you want, at the location you are at
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 21:45:56
I can do that. I purpose this idea:
Have a beacon and then move the unit (weapon you want) on the beacon and you change into the weapon (unit). I think you can do that triggers.
Report, edit, etc...Posted by Zombie on 2004-05-12 at 21:55:43
this is what i mean.

Condition:
Player Brings At least 1 (Unit) to location p1 weapon

Action
Remove (the normal unit) at location p1 (Using the Center location Trigger)
Remove (9mm) at location p1 weapon
Create 1 (Normal unit) at location p1 invo (thats were the weapons are)
Create 1 (9mm) at location p1
Center View at location p1
Preserve trigger
____________________________________________________________________
but it gets all screwy
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 21:56:47
What do you mean screwy? I'll do it for you if you want me to wink.gif .
Report, edit, etc...Posted by Zombie on 2004-05-12 at 21:58:12
i all ready did that. but it gets all mest up
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 21:59:42
I'll just do it pinch.gif

Ok you really messed it up. I can't find anything.. I can't find the triggers where the weapons are..
Report, edit, etc...Posted by Zombie on 2004-05-12 at 22:03:15
ok, i think the problem is that i have a unit all ready in there "Civilian *Fist*"
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 22:05:47
You really need to tell me where the weapons are and triggers for them.

Edit: Nvm you did the trigger wrong. Now where's the 9MM weapon?
Report, edit, etc...Posted by Zombie on 2004-05-12 at 22:06:36
i deleated the triggers, for the weapon system, but it is at top right
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 22:09:24
You should have pawn shops that they can go into and arm themselves and only switch weapons there.
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 22:13:30
I can't help you. I think it's way to messed up as is. Here's a triger to use if you go to the location to change weapons:

Current Player brings "Unit" to 'location'
"Player #" gains control of units at location.
Display text message "Change your weapon here!" or something like that.
When player bring *weapon* to location
remove unit at location.
create unit at same location.
center view at that trigger.

If that didn't help well really.. I don't know.
Report, edit, etc...Posted by Zombie on 2004-05-12 at 22:55:08
QUOTE(Mr.Camo @ May 12 2004, 09:09 PM)
You should have pawn shops that they can go into and arm themselves and only switch weapons there.

i think i will only do that, thanks. do you think you could make the ammo?
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 22:57:31
Just look at the tutorial.
Report, edit, etc...Posted by Zombie on 2004-05-12 at 23:00:56
ok thanks topic closed
Report, edit, etc...Posted by Mr.Camo on 2004-05-12 at 23:10:49
Glad to be of service biggrin.gif .
Report, edit, etc...Posted by .Coko[CK] on 2004-05-13 at 10:08:49
You need something so that the triggers knows not to repeat constantly! Something in the Conditions, like have the first action create a Flag next the location or somewhere and for the trigger you have to have no flags, that will stop repeats, and once all done, remove the flag!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-05-13 at 14:03:44
hey ppl i can help.....i was making a wepon inventory system but the only problem is when u switch weapons ur health is restored.....if u havent used that weapon b4...its kinda of a durablity system .....when u die u change to civ....then if u die as civ u die...
Report, edit, etc...Posted by .Coko[CK] on 2004-05-13 at 14:10:04
The best idea would be to have a storage area, and move the units not in use to there, and when you change weapon, your "unit" of that type just gets moved, and if you change again, you move it back, and replace, that why they cannot get full health, but are left with what they had. (This is what they use in DBZ).

And if they die, then have a checker for Death of Unit, and if 1, set it back to zero and create a new unit of that type for them to pick again if you want so the triggers continue to work, or else do as you wish.

Hope that helped.

Basics:
Changing = Don't Remove/Kill
Changing = Do Move
Holding = Either; Give to Computer, or Just Store Away from Battle Area.
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