T's only get knife.

T's only get knife.

Hammer Mapping — Page 1 2 [3]
Sushi

2009 Nov 13 • 364
Mate de Vita said:
Sushi said:
This is what I did, hope it's right. I put trigger_multiple under the spawns using an "AAtrigger" texture. Then I made a multi_manager and named it knife1. Then I typed in the trigger_multiple for the "Target" "knife1". Next, I created a game_player_equip and named it, "knife1" also. Finally, I set the game player equip to "Give knife" to yes.

Am I right?

No. That would trigger the multi_manager and game_player_equip at the same time. Do it like this:

1) trigger_multiple under the spawn. Target "multi1".
2) multi_manager anywhere inside the map. Name "multi1". Disable smartedit and add:
- key: "strip1", value: 0
- key: "equip1", value: 1
3) player_weaponstrip anywhere inside the map. Name "strip1".
4) game_player_equip anywhere inside the map. Name "equip1" and give knife Yes.

Do this for each of the T spawns (and put the trigger_multiples high enough so that players won't be able to walk/jump into them), but change the numbers in the names of the entities ("multi2", "multi3", etc.)



Ok, you just said to put the multiple under the spawn, then your saying here, put the trigger_multiples high enough so that players won't be able to walk/jump into them.
What?
 
 
 
2009 Dec 5 at 21:54 UTC
Sushi

2009 Nov 13 • 364
I put them like this.
 
 
 
2009 Dec 5 at 22:01 UTC
Sushi

2009 Nov 13 • 364
Oh and for the multi_manager. I don't use the same name?

EDIT: Or you guys could just take a look of my map and do it for me please?

http://www.speedyshare.com/files/19640055/jb_1.rmf
 
 
 
2009 Dec 5 at 22:05 UTC — Ed. 2009 Dec 5 at 22:08 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Sushi said:
I put them like this.

Move both, the spawn and the trigger_multiple, higher up in the air. Otherwise anyone who runs (or jumps) into this area in the middle of the round will have his weapons removed as well.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Dec 5 at 22:52 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Mate de Vita said:
Sushi said:
I put them like this.

Move both, the spawn and the trigger_multiple, higher up in the air. Otherwise anyone who runs (or jumps) into this area in the middle of the round will have his weapons removed as well.


Or teleport them after spawn, I think superjer does that in leetskeet if I'm not mistaken...
QUACK! QUACK!
 
 
 
2009 Dec 5 at 22:54 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Killer-Duck said:
Mate de Vita said:
Sushi said:
I put them like this.

Move both, the spawn and the trigger_multiple, higher up in the air. Otherwise anyone who runs (or jumps) into this area in the middle of the round will have his weapons removed as well.


Or teleport them after spawn, I think superjer does that in leetskeet if I'm not mistaken...

Ah, yes, or that.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Dec 5 at 22:55 UTC
Sushi

2009 Nov 13 • 364
Mate de Vita said:
Sushi said:
I put them like this.

Move both, the spawn and the trigger_multiple, higher up in the air. Otherwise anyone who runs (or jumps) into this area in the middle of the round will have his weapons removed as well.


OH!
That's why there saying if you go back there. Weapons disapear, or the gun there holding.

EDIT: Well, my ceiling isn't that high. If they jump, they can still get it. :/
 
 
 
2009 Dec 5 at 23:30 UTC — Ed. 2009 Dec 5 at 23:31 UTC
Sushi

2009 Nov 13 • 364
Is this ok?


EDIT: Btw, for the trigger_multiple. Do I have to change the names? "multi1"? I didn't get your previous post Mate de vita. I named all the trigger_multiple "multi1".

EDIT #2: I just tested my map and it still does it, even tho I put it high, the spawn and the trigger_mmultiple. When I have a gun, and I go in the room where a trigger_multiple is, I get a knife. And my gun disappears.
 
 
 
2009 Dec 5 at 23:37 UTC — Ed. 2009 Dec 6 at 00:11 UTC
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
You could jus' spawn them in a black box outside the map with the weapon strip under them. Then transport them into the map.
 
 
 
2009 Dec 6 at 00:22 UTC
Sushi

2009 Nov 13 • 364
sprinkles said:
You could jus' spawn them in a black box outside the map with the weapon strip under them. Then transport them into the map.


That would be kind of hard. I'll try.
Can you do it for me please? :)

EDIT: Nvm, It's easy. Almost done. Thank you for a good idea! :D
 
 
 
2009 Dec 6 at 00:27 UTC — Ed. 2009 Dec 6 at 04:52 UTC
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Sushi said:
sprinkles said:
You could jus' spawn them in a black box outside the map with the weapon strip under them. Then transport them into the map.


That would be kind of hard. I'll try.
Can you do it for me please? :)

EDIT: Nvm, It's easy. Almost done. Thank you for a good idea! :D



Thank Superjer for the good idea.
 
 
 
2009 Dec 6 at 06:58 UTC
the_cloud_system
polly pushy pants

2008 Aug 1 • 3081
-6 ₧
sprinkles said:
Sushi said:
sprinkles said:
You could jus' spawn them in a black box outside the map with the weapon strip under them. Then transport them into the map.


That would be kind of hard. I'll try.
Can you do it for me please? :)

EDIT: Nvm, It's easy. Almost done. Thank you for a good idea! :D



Thank Superjer for the good idea.

thanks momjer
I drink to forget but I always remember.
 
 
 
2009 Dec 6 at 07:14 UTC
Sushi

2009 Nov 13 • 364
I did it, but when I get teleported I keep on getting stuck. I lowered and highered it already.
 
 
 
2009 Dec 6 at 08:16 UTC
sprinkles

Chrome Whore
2009 Sep 6 • 2547
10 ₧
Sushi said:
I did it, but when I get teleported I keep on getting stuck. I lowered and highered it already.



Define getting stuck.

Where?
How?
Why?
When?

and so on.
 
 
 
2009 Dec 7 at 19:19 UTC
Sushi

2009 Nov 13 • 364
It's fixed now. I made my cell rooms bigger.
 
 
 
2009 Dec 8 at 00:01 UTC
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