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Thread: ALERT! Mission Begins in Sixty Seconds!

  1. #11
    Untruely Bannable~ Inferno's Avatar
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    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.
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  2. #12
    Free Kantanomo English Mobster's Avatar
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    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>).
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  3. #13
    Untruely Bannable~ Inferno's Avatar
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    Re: ALERT! Mission Begins in Sixty Seconds!

    Quote Originally Posted by English Mobster View Post
    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 View Post
    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) ) )
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  4. #14
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: ALERT! Mission Begins in Sixty Seconds!

    Quote Originally Posted by English Mobster View Post
    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.
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