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FPSC Classic Scripts / NPC Giving player weapon

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Earthpig_jr
15
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Joined: 31st Mar 2009
Location:
Posted: 7th Dec 2009 02:14 Edited at: 5th Jan 2010 06:58
Ok so you guys know how at the beginning of some games you start out with out a weapon well i think that i have devised a plan as too how to do it.
Fist make an entity make him not spawn at start. give him this code for his start fpi. And make his if used box the name of the gun.

then make a guy in nearly the same spot as him have this for his main fpi. and to put the name of the no gun guy in his if used box.

Now put this code into the guns main fpi.


can someone try this for me to see if this works because i cannot use my comp at the moment
ThePSXGamer
15
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Joined: 28th Sep 2009
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Posted: 18th Dec 2009 23:20
this not work at all!

"When the pin is pulled, Mr. Grenade is not our friend."
-U.S. Army Training Notice
Earthpig_jr
15
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Joined: 31st Mar 2009
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Posted: 23rd Dec 2009 02:57
ok sorry i think i made a spelling mistake so i fixed it. Try this again someone please seeing as though i cannot test it. Think it should work now. If not i can someone who does try it and it fails can you please tell me what happens when it doesn't work.
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 26th Dec 2009 07:09
What does the "player" command do?


The one and only,


ThePSXGamer
15
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Posted: 27th Dec 2009 03:55
This does absolutely nothing for me at the moment. What version is this code based off of? And do I need to change the name of the scripts at all?

"When the pin is pulled, Mr. Grenade is not our friend."
-U.S. Army Training Notice
PW Productions
15
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 28th Dec 2009 07:53
Quote: "player"


Yes, like Ply stated; there is no action or condition referred to as 'player'. There is commands for associating the player with anything, is that what you wanted...?

Marc Steene
FPSC Master
18
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 28th Dec 2009 18:03
Or you could use a mod such as Fenix mod or Project Blue, where you would simply need (in Project Blue's case):

:state=0,plrdistwithin=100:giveweap=X,state=1


THE ONLY WAY TO STAY OUT OF IGNORANCE IS TO KEEP ASKING
Earthpig_jr
15
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Joined: 31st Mar 2009
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Posted: 5th Jan 2010 06:06
oh i figured out the problem i think... i am pretty sure that you have two switch the first two scripts
JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 6th Jan 2010 20:49
A more effective solution would be to have the gun pickup spawn after a certain point in the script, or to have 'guy with no gun' to be a weapon pickup himself. Both are easily accomplishable by messing around wtih .fpi and .fpe files.

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