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READ THIS For all of you who want more weapon slots.
Posted: Tue Oct 04, 2005 4:48 pm
by fps
Hey Everybody,
This is FPS.
I have recently found that you can have more than 10 predefined weapons in your game if you save the weapon under A NEGATIVE SLOT NUMBER!!!!!
such as -0 -1 -2 -3 ect
I you do this you must select the weapon from the inventory screen and that takes some work to set up but i think its worth it.
I have not tryed slots like -0 or anything above -9 but if this sort of tecneique works then you may also be able to save under slots with decimal points or somthing like the following 1.1 1.2 -1.1 -1.2 +1 +2 +1.1 +1.2 ect.
I know that so far i can prove that you can have 20 different predefined weapons in the players possesion at the same time and if i find anything else out i will share it with all of you.
I hope ive helped some of you,
Thanks
Posted: Tue Oct 04, 2005 5:08 pm
by AndyCR
wow! thanks so much! that's very useful!
perhaps if decimals do work, we could have slot -1 be usp, and -1.1 be usp silenced, etc., like categories of weapons.
Posted: Wed Oct 05, 2005 4:13 am
by Spyrewolf
Ahh, nice find....
yes this will be very usefull, RF has a bunch of tricks that i bet still need discovering, it was like my ice pond trasparency technique it caught me off guard, i wonder what else is lurking under the hood left to be discoverd.
this is real cool
so let me get this straight,
you say 20 predefined weapons, what is stopping us having
1.1 -> 1.9 then -1.1 ->-1.9
thru to 9.1 -> 9.9 and -9.1 ->-9.9
giving us hundreds of guns..
I you do this you must select the weapon from the inventory screen and that takes some work to set up but i think its worth it.
you could probally create a script for next weapon/ previous weapon bind as well to allow you to access the negative weapon slots.
Posted: Thu Oct 06, 2005 10:48 am
by QuestOfDreams
NOOOOOOO!!!
1) you can have a maximum of 40 weapons in RF, if you need more, you have to recompile the source (in weapon.h change
#define MAX_WEAPONS 40
to whatever you need)
2) weapon slot numbers are integers!!!
3) a slot number of -1 indicates that no weapon is loaded
4) valid slot numbers run from 0 to 9, other numbers may result in a crash
also there seems to be a bit of mixing of slot numbers and weapon IDs in the code which should be looked into...
Posted: Mon Oct 17, 2005 4:52 pm
by fps
All that i really know is that i stored a desert eagle under a slot of -2 and it worked fine. you need to set up the inventory screen to accomidate it.
as far as quest of dreams and his 40 weapons i do not know for sure but i would like to, do you mean that 40 weps can be stored now? i also dont know how to edit the games source but i would appreciate it if You could show me what You did.
what i really want is a scripted weapon system combining an array of upward of 25 scripted and predefined weapons with the following:
a pick up and drop system,
a limited number of weapons carried based on weapon weight not slot number,
a double weapon usage system (can use 2 pistols at a time but not 2 large rifles),
an alternate fire system,
an autotarget system,
a lockon guided missile system(only for the special rocket launcher),
a meele combat system(punches while holding weapon),
and a scripted player.
my games weapon system is complicated for a nonprofesional but damn near impossible for me working by my self.
all weapons must work with the the third and first person views and my scripted portions of the player must use all available player functions plus any i may add by scripting, the weapons slot numbers should also be readable by the pawn playerweaponslot() scriting command if at all possable.
if anyone has any ideas on how i could first off create these features and seccondly combine these features please post them.
i am in desperate need of some serious help.
thanks
Posted: Mon Oct 17, 2005 5:02 pm
by fps
i also have no idea how to get pickups to work in the level editor or how to create a fully functional first/3rd person weapon, or affix a scripted pawn or entity to a different pawn,entity,orthe player....and i have no fullyfunctional scripted player.
i do have a massive resource library along with all the actors i should need less a few that i am still converting.
Ps
i also need anything that anyone can give me as far as the old virgil and neil models using their old skeletons, anything like animations, apjs, project folders, seperated bodyparts...ect
i am trying to use the old virgil model for the foes and the player but i have the neil model for now so i need tons of mots and stuff for virgil to change it over.
Posted: Mon Oct 24, 2005 8:35 pm
by fps
never mind i am going to put those questions on a different post.