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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2006 10:56:37
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OldGrandad
Joined: 08/06/2006 07:00:30
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Many thanks to BotFodder for helping out with one of my issues but another has come up and that is the use of ONS and Super weapons. LoadedWeapons seems to dominate in popularity due to having the Super and ONS weapons on my set up. Is there a way (and I failed miserably trying to adapt the Loaded Artifacts solution) to stop the ONS and SuperWeapons from showing up in LoadedWeapons?
Many thanks,
OG
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2006 11:12:37
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BotFodder
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I think they can be configured (I'm not at a code review friendly computer right now) but to do so completely eliminates the reason for having levels 2 and 3 of Loaded Weapons, for the most part.
At that point, you might want to consider extending Dru's code such that levels 2 and 3 act more like levels 4 and 5, and eliminate levels 4 and 5. In other words, you'd have to look at making your own add on module to Dru's (as Dru's is an add on to Mysterial's RPG mod).
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2006 11:25:32
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OldGrandad
Joined: 08/06/2006 07:00:30
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BotFodder wrote:
I think they can be configured (I'm not at a code review friendly computer right now) but to do so completely eliminates the reason for having levels 2 and 3 of Loaded Weapons, for the most part.
At that point, you might want to consider extending Dru's code such that levels 2 and 3 act more like levels 4 and 5, and eliminate levels 4 and 5. In other words, you'd have to look at making your own add on module to Dru's (as Dru's is an add on to Mysterial's RPG mod).
Yes, you are right regarding the fact that those levels give you the "extra" weapons but I want to just have the ability to buy the regular weapons and their magic abilities only. I will attempt a stab at the coding but like many I am far from the same ability as you Bot!! Thx for the reply.
OG
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2006 12:07:19
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BotFodder
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Create a section:
[DruidsRPG200.DruidLoaded]
In your RPG INI. The defaults are (currently, as I might have a hand in a couple of changes eventually):
Weapons="XWeapons.RocketLauncher"
Weapons="XWeapons.ShockRifle"
Weapons="UT2004RPG.RPGLinkGun"
Weapons="XWeapons.SniperRifle"
Weapons="XWeapons.FlakCannon"
Weapons="XWeapons.MiniGun"
Weapons="XWeapons.BioRifle"
ONSWeapons="UTClassic.ClassicSniperRifle"
ONSWeapons="Onslaught.ONSGrenadeLauncher"
ONSWeapons="Onslaught.ONSAVRiL"
ONSWeapons="Onslaught.ONSMineLayer"
SuperWeapons="XWeapons.Redeemer"
SuperWeapons="XWeapons.Painter"
I'm not sure how you would "not" specify ONS/SuperWeapons. Realizing that the variable names are more "huristic" than anything else (meaning that they originally mean something to the developers but don't *have* to mean what they usually mean) I think in your case, a better idea might be to change the specifications of certain weapons, and "stretch out" the original 7 - meaning at level 1 the get two of the weapons, at level 2 they get two more, and then finally at level 3 they get the final three, like:
Weapons="XWeapons.SniperRifle"
Weapons="XWeapons.BioRifle"
ONSWeapons="XWeapons.ShockRifle"
ONSWeapons="UT2004RPG.RPGLinkGun"
SuperWeapons="XWeapons.FlakCannon"
SuperWeapons="XWeapons.MiniGun"
SuperWeapons="XWeapons.RocketLauncher"
Or extend Dru's code, if you're adventuresome.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2006 13:05:42
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OldGrandad
Joined: 08/06/2006 07:00:30
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BotFodder wrote:
Create a section:
[DruidsRPG200.DruidLoaded]
In your RPG INI. The defaults are (currently, as I might have a hand in a couple of changes eventually):
Weapons="XWeapons.RocketLauncher"
Weapons="XWeapons.ShockRifle"
Weapons="UT2004RPG.RPGLinkGun"
Weapons="XWeapons.SniperRifle"
Weapons="XWeapons.FlakCannon"
Weapons="XWeapons.MiniGun"
Weapons="XWeapons.BioRifle"
ONSWeapons="UTClassic.ClassicSniperRifle"
ONSWeapons="Onslaught.ONSGrenadeLauncher"
ONSWeapons="Onslaught.ONSAVRiL"
ONSWeapons="Onslaught.ONSMineLayer"
SuperWeapons="XWeapons.Redeemer"
SuperWeapons="XWeapons.Painter"
I'm not sure how you would "not" specify ONS/SuperWeapons. Realizing that the variable names are more "huristic" than anything else (meaning that they originally mean something to the developers but don't *have* to mean what they usually mean) I think in your case, a better idea might be to change the specifications of certain weapons, and "stretch out" the original 7 - meaning at level 1 the get two of the weapons, at level 2 they get two more, and then finally at level 3 they get the final three, like:
Weapons="XWeapons.SniperRifle"
Weapons="XWeapons.BioRifle"
ONSWeapons="XWeapons.ShockRifle"
ONSWeapons="UT2004RPG.RPGLinkGun"
SuperWeapons="XWeapons.FlakCannon"
SuperWeapons="XWeapons.MiniGun"
SuperWeapons="XWeapons.RocketLauncher"
Or extend Dru's code, if you're adventuresome.
Adventuresome!! me??? lol, spent a couple of hours wondering how?, why?, where? until my brain fried!
But thanks yet again. Your renaming weapons in duplicate did indeed stop the ONS and superweapons from showing up. I am indebted to you sir.
OG
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2006 13:34:45
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BotFodder
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OldGrandad wrote:
But thanks yet again. Your renaming weapons in duplicate did indeed stop the ONS and superweapons from showing up. I am indebted to you sir.
Ack - if you keep the original seven "Weapons" as "Weapons" and then specify a couple of them again as "ONS/SuperWeapons", that *should* result in your players getting double of the renamed weapons. Which, while possibly not a big deal for your configuration, might be unexpected.
Unless you decided to do what I suggested about level 1 and 2 not getting all of the basic weapons ...
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