Just like the title says: Is it possible to disable a weapon to be overridden by a slotitem? I want an specific model to only have a pistol, no matter which other slotitems are in the squad. I tried to add the pistol as slotitem, but one random squad member will get it after reinforcing.
Does anyone have an idea to solve this?
Prevent weapon to be overridden by slot item
29 Nov 2017, 20:34 PM
#1
Posts: 817 | Subs: 5
30 Nov 2017, 05:58 AM
#2
Posts: 766 | Subs: 2
Just like the title says: Is it possible to disable a weapon to be overridden by a slotitem? I want an specific model to only have a pistol, no matter which other slotitems are in the squad. I tried to add the pistol as slotitem, but one random squad member will get it after reinforcing.
Does anyone have an idea to solve this?
This would help the USF captain and lieutenant model as well. In the weapon file under behavior, there is a option for "can be substituted." Not sure if this is the answer, but it could be a start.
30 Nov 2017, 18:56 PM
#3
Posts: 327
Aye, you would have to give the unit you dont want to use other weapons a dummy slot weapon.
1 Dec 2017, 18:23 PM
#4
Posts: 817 | Subs: 5
This would help the USF captain and lieutenant model as well. In the weapon file under behavior, there is a option for "can be substituted." Not sure if this is the answer, but it could be a start.
I changed the value, but it seems that the value of "can be substituted" has no effect.
Aye, you would have to give the unit you dont want to use other weapons a dummy slot weapon.
This works when the squad spawn for the first time, but after I reinforce the model with the pistol, He adds the slot item to a random squad member. I did place the add_slotitem action in ebps of this specific model, but still adds it to the squad.
1 Dec 2017, 18:52 PM
#5
Posts: 766 | Subs: 2
This works when the squad spawn for the first time, but after I reinforce the model with the pistol, He adds the slot item to a random squad member. I did place the add_slotitem action in ebps of this specific model, but still adds it to the squad.
This is just me spit balling an idea. Upon death of the model you could remove the slot item and add a requirement action to re-add the slot item that would automatically triggered when this model is reinforced giving his weapon back?
1 Dec 2017, 21:20 PM
#6
Posts: 817 | Subs: 5
This is just me spit balling an idea. Upon death of the model you could remove the slot item and add a requirement action to re-add the slot item that would automatically triggered when this model is reinforced giving his weapon back?
I already tried that, but it still adds it on a random squadmember while the action is in ebps. The issue is that slotitems are owned by the squad. I will try this with an upgrade, that can be owned by a single entity.
PAGES (1)
1 user is browsing this thread:
1 guest
Livestreams
72 | |||||
16 | |||||
757 | |||||
182 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.829222.789+35
- 2.34957.860+14
- 3.587233.716+3
- 4.1095612.641+19
- 5.882398.689+4
- 6.280162.633+8
- 7.997646.607+1
- 8.379114.769+1
- 9.300113.726-1
- 10.717439.620+1
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1001
Board Info
411 users are online:
411 guests
3 posts in the last 24h
3 posts in the last week
23 posts in the last month
3 posts in the last week
23 posts in the last month
Registered members: 48731
Welcome our newest member, may88forex
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, may88forex
Most online: 2043 users on 29 Oct 2023, 01:04 AM