Re: ALERT! Mission Begins in Sixty Seconds!
Open sauce probably can't do this and you can't really script players very well in MP since they are constantly changing (player) #'s.
Re: ALERT! Mission Begins in Sixty Seconds!
But couldn't it work like:
If (volume_test_object "scout" (players) #)
then (player_add_equipment (players) 0 "scout" true)
OR, I could just use (unit_doesnt_drop_items <object_list>).
Re: ALERT! Mission Begins in Sixty Seconds!
Quote:
Originally Posted by
English Mobster
But couldn't it work like:
If (volume_test_object "scout" (players) #)
then (player_add_equipment (players) 0 "scout" true)
I tried something like that a while back. Didn't work.
Quote:
Originally Posted by
English Mobster
But couldn't it work like:
OR, I could just use (unit_doesnt_drop_items <object_list>).
That would work though.
(unit_doesnt_drop_items (unit (players) ) )
Re: ALERT! Mission Begins in Sixty Seconds!
Quote:
Originally Posted by
English Mobster
Different FP views per class:
My idea for this one is simply make the different FP hands for each class part of the weapons themselves. That way, I don't need to screw around with trying to figure out how to make every class use the same FP view.
Fun fact: that is exactly how viewmodels work in Source.
All I can say is, good luck. Halo is way too limited to do a lot of this, so expect to be making cuts and whatnot to get something playable.