Scripts / Characters and weapons

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Belidos
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Posted: 22nd Jan 2016 21:37
Is there a way to stop characters from dropping their weapon when killed?
Pirate Myke
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Location: El Dorado, California
Posted: 22nd Jan 2016 23:46
Right mouse click on a character and choose properties.

Change the can take weapon field to no.
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Belidos
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Posted: 22nd Jan 2016 23:52
I've done that, doesn't work, the weapon still drops, you just can't pick it up.
Pirate Myke
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Posted: 23rd Jan 2016 00:04
I see. That will not do.

email Lee@thegamecreators.cpm and ask him if it is possible or if he needs to add a command for script. (the script command would be great.)

Maybe it is one of those easy additions that he could flip on for the next update.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Belidos
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Posted: 23rd Jan 2016 00:51
OK will do.

It's not a major hassle for most, but i'm making some non-biped robots with the guns hidden inside them so you cant see its a gun, so would be nice if the gun didn't fall on the floor when it dies, otherwise it looks a little odd.
Pirate Myke
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Posted: 23rd Jan 2016 04:15
All you need it the FIRESPOT attached to there biped, to get the flash. The fireweapon script command just issues the raycast and collects the damage.

Just set it were you want the flash.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

cybernescence
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Playing: Cogwheel Chronicles
Posted: 23rd Jan 2016 07:59
SetAttachmentVisible to zero might work. Not sure if weapon still fires when invisible. Cheers.
smallg
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Posted: 23rd Jan 2016 10:29
As cybernescence says, SetAttachmentVisible = 0 will work but he's correct in thinking it won't fire while invisible so you would need to call it in the exit(e) part of the script.
If mykes idea doesn't work at least.
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, AMD R9 200 series , directx 11
Belidos
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Posted: 23rd Jan 2016 12:56
Quote: "As cybernescence says, SetAttachmentVisible = 0 will work but he's correct in thinking it won't fire while invisible so you would need to call it in the exit(e) part of the script.
If mykes idea doesn't work at least."


Where would that go in the ai_soldier script?

Like this?

smallg
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Posted: 23rd Jan 2016 12:59
oops sorry i was obviously still asleep when i wrote that, it should be like this

life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, AMD R9 200 series , directx 11
Belidos
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Posted: 23rd Jan 2016 13:13
Awesome, thanks SG, i may have got it wrong, but at least i tried
Belidos
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Posted: 23rd Jan 2016 13:26
Worked perfectly

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