You first need to write a script that will pick up the weapon. It is based on the "weapon.fpi." However, within that script you need to also indicate when it will be dropped. We will use a trigger or win zone to activate the ifused parameter. Here is the script for picking up each weapon that will be dropped.
;Artificial Intelligence Script
;Header
desc = Weapon Pickup and drop after win level
;Triggers
:state=0:hudreset,hudx=50,hudy=90,hudimagefine=gamecore/text/pickedupaweapon.tga,hudname=weaponprompt,hudhide=1,hudmake=display,state=10
:state=10,plrdistwithin=40:state=1,playertake,plrsound=audiobankitemspickupweapon.wav,hudshow=weaponprompt,hudfadeout=weaponprompt
:state=1,activated=1:playerdrop
:state=2:destroy
;End of Script
For each weapon we need to add this script and also we need to change the "always active" parameter of the weapon. See images below:
Each weapon should also have the same name. "Weapon" would be a good name to use.
The zone where we end (win) the level should have the name of the weapons in the "ifused" parameter. We should also have the fpi file, "plrinzoneactivateused.fpi" as the main AI. If it is a win zone or trigger zone make sure that the Objectives value is correct so that the level ends correctly.
The weapons will be dropped and the player in the next level will not have any weapons to start out with.
We are
now!
The download is a zip file that contains my example maps and scripts. If it is unzipped in the root folder of FPSC and making sure "Use folder names" is checked they should all be placed in the correct sub-folders. When building you can load up the "test.fpg."
The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC