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Casto

how can i make a soldier have just 5 bullets

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how can i make a soldier that just have 5 bullets, in his gun but has full magazines left.

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1. Give him one (1) full mag.

2. Wait for BIs to come up with a way to do this.

Sorry, but there's no way to do this with the current set of script commands.

(there is a highly unlikely possibility - addmagazine bulletname - clue is that if it works at all you'll need to find the bullet name.)

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well, this probably won't help much, but you can use the old cheat with the weapons.cfg

it should be on your user/saves/mission/mission name folder, but it doesn't always show since v1.30.

still, you can only use it AFTER you've made the mission.

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Can't you make the player-character fire his gun under script control?

If so, start the mission with the camera somewhere else, have him fire off the appropriate number of rounds, then come back to the player-character and return control to the player...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ConanOfOz @ Feb. 13 2002,06:37)</td></tr><tr><td id="QUOTE">Can't you make the player-character fire his gun under script control?

If so, start the mission with the camera somewhere else, have him fire off the appropriate number of rounds, then come back to the player-character and return control to the player...<span id='postcolor'>

I don't think so. Maybe.

However, your approach gives me an idea of what can be used if not.

If you can make an ai fire on some (disarmed) enemies, getting him to have five bullets left... Then make him the player... Make him kill the player last, so the player respawns as him. (This requires team respawn or whatever... You may have to change the onplayerkilled script not to use a lot of cameras itself - at least until the second time.

While all this happens the finished mission must have a camera elsewhere.

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Well what you could do is do it in a camera scipt a start would be :

titlecut [" ","BLACK out",0]

_camera = "camera" camCreate [0,0,0]

_camera cameraEffect ["internal","back"]

_camera camsettarget tank1

_camera camsetrelpos [6,6,1]

_camera camcommit 0

player removeMagazine "M16"

player removeMagazine "M16"

player removeMagazine "M16"

?(player ammo "M16" > 5):goto "loop"

setAccTime 10

player dofire man1

~10

#loop

_camera cameraEffect ["terminate","back"]

camDestroy _camera

titlecut [" ","BLACK IN",0]

exit

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (RED @ Feb. 13 2002,22:03)</td></tr><tr><td id="QUOTE">?(player ammo "M16" > 5):goto "loop"

setAccTime 10

player dofire man1

~10

#loop<span id='postcolor'>

1) setAccTime

I believe setAccTime belongs in front of the loop.

Also, you need to stop it afterwards with setAcctime 1 when the loop is finished.

2) doFire

will doFire cause only one shot?

or will it cause the player to shoot as much as he can during the ten seconds used?

Will it work on a player too, or just "silently order" him to shoot, as script documentation claims?

Also, again you might need something to stop him, so he won't continue shooting afterwards.

3) will dofire cause him to shoot a dead body?

(after the first few have killed the poor guy)

You can perhaps make him shoot something else.

I don't know this for sure...

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Well i just quickly whipped that up in a few seconds but an updated script of that is :

titlecut [" ","BLACK out",0]

_camera = "camera" camCreate [0,0,0]

_camera cameraEffect ["internal","back"]

_camera camsettarget tank1

_camera camsetrelpos [6,6,1]

_camera camcommit 0

player removeMagazine "M16"

player removeMagazine "M16"

player removeMagazine "M16"

setAccTime 10

?(player ammo "M16" > 5):goto "loop"

player addrating 1000

man1 setdammage 0

player dofire man1

~10

#loop

setAccTime 1

man1 setpos [0,0,0]

_camera cameraEffect ["terminate","back"]

camDestroy _camera

titlecut [" ","BLACK IN",0]

exit

RED

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This one can also land you in the start of the mission with 4 or less bullets...

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