How do you give players default inventory items (guns etc.) after they join the game or respawn in a deathmatch game server?
I know this from many coop servers using JCoop and MCoop, but not for DM.
Default items in DM games
-
Hyper
- Posts: 811
- https://www.facebook.com/warszawa.kuchnie.na.wymiar/
- Joined: Sun Jul 13, 2003 1:40 am
- Location: 127.0.0.1
- Contact:
- }TCP{Wolf
- Site Admin
- Posts: 4663
- Joined: Thu Dec 19, 2002 7:30 pm
- Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
- Contact:
I am not aware of any DM-mod that has that feature at the moment. Although some mutators may simply change the default equipment and I wouldn't be surprised if someone made a "generalized" mutator that allows that in all gametypes. But you're right, this is a very typical COOP issue 
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
- }TCP{Wolf
- Site Admin
- Posts: 4663
- Joined: Thu Dec 19, 2002 7:30 pm
- Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
- Contact:
In that case you will have to find a mutator (or other type of mod) that works in all gametypes.
Out of my head I can think of only ONE possible way to achieve this goal - and I did have plans to program that once but never got round to it.
You create a mutator and override MyDefaultWeapon() to return a dummy carrier weapon. This carrier weapon (also implemented by you) creates the real inventory on the pawn when spawned.
This should work on all gametypes, will make trouble if other mutators try to mutate the inventory again you try to add (indeed in most cases that will make your server CRASH because at some point an "Addinventory(None)" may be called which is asserted false).
This does require a bit of programming to achieve. Other solutions would be monitoring constantly who has what inventory and adding missing inventory when detected - a lot less elegant, less work and more CPU consumptive.
Out of my head I can think of only ONE possible way to achieve this goal - and I did have plans to program that once but never got round to it.
You create a mutator and override MyDefaultWeapon() to return a dummy carrier weapon. This carrier weapon (also implemented by you) creates the real inventory on the pawn when spawned.
This should work on all gametypes, will make trouble if other mutators try to mutate the inventory again you try to add (indeed in most cases that will make your server CRASH because at some point an "Addinventory(None)" may be called which is asserted false).
This does require a bit of programming to achieve. Other solutions would be monitoring constantly who has what inventory and adding missing inventory when detected - a lot less elegant, less work and more CPU consumptive.
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR