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Author Topic: Tricky stuff  (Read 605 times)

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knepo

  • Guest
Tricky stuff
« on: 25 Nov 2002, 18:32:25 »
Hi! :)

I am making a James Bond kinda mission, and I need some help with this:
I want to make a trigger that activates When my player takes out his handgun or carry's a rifle.
I want to set (meplayer setcaptive false), when the police or the army sees him with his handgun out of his holster, or if he carrys a rifle.
if he kills all of the enemys, and he meets someone who didnt see him with a gun I want it to go back to (setcaptive true)
I hope this is possible.
And how do i make an empty ammo box?

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Tricky stuff
« Reply #1 on: 29 Nov 2002, 23:15:19 »
 :D James Respond, oy?!  8) ;D

1. try the UnitName HasWeapon "cz75" -spell and see if it'll do ya, m8  ;)
    (use whatever weapon name, 'course)

Just start unarmed and make a custom userAction (addAction) : "Gun in hand" or alike...
Then a trigger can be set to fire when the action is used  :)

2. setCaptive/false to activate when the above mentioned trigger fires.
   (so just throw the spell in the "On Activation" field of the trigger, right?!  :-*

...or add some serious sh|t ratings to yer character when ya kill somebody;

UnitName AddRating -10000  ::)

3. ClearMagazineCargo This ...should do. Put it in the INIT of an ammo crate.

dunno man... try it for size, hopefully it will do.

----------------------------------------------------

 :o oh, and the addAction stuff.... goes like this :

Bondage = James AddAction ["Gun in Hand", "Bondage.sqs"]

...and then the scroll (or script) should read som'n like :

James AddMagazine cz75; (repeated 4 times); James AddWeapon "cz75"

aah well, a few more details could be added here but I'm running outta time now  :-\ :P
Good old 'Cope' is awating - its friday today, yanno  8) xMas brew, heavy metal, girls & all that  ;D

Laterz  :-* :thumbsup:



knepo

  • Guest
Re:Tricky stuff
« Reply #2 on: 03 Dec 2002, 22:27:29 »
Thanks i'll try it :D