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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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-------------------------------FF_Rock2(WIP)------------------------------
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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
GambiT
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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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