by m8f » Mon May 14, 2018 8:26 pm
Or, as an alternative, expose some new function APlayerPawn :: ResetInventoryToDefault that calls ClearInventory and then GiveDefaultInventory.
It may have the following use cases:
1. Strip player of all the weapons inside the map.
Map designers will be able to create single-level "get into and escape the prison" scenarios, instead of separating scenario in two levels and using property "ResetInventory" in MAPINFO/Map definition.
2. Force pistol start.
Gameplay mod designers will have straightforward way to reset player inventory at level start.
3. Punishing/replacing pickup.
With GiveDefaultInventory, it will be possible to create a pickup that takes away all player possessions and gives some other thing instead.
Or, as an alternative, expose some new function APlayerPawn :: ResetInventoryToDefault that calls ClearInventory and then GiveDefaultInventory.
It may have the following use cases:
1. Strip player of all the weapons inside the map.
Map designers will be able to create single-level "get into and escape the prison" scenarios, instead of separating scenario in two levels and using property "ResetInventory" in MAPINFO/Map definition.
2. Force pistol start.
Gameplay mod designers will have straightforward way to reset player inventory at level start.
3. Punishing/replacing pickup.
With GiveDefaultInventory, it will be possible to create a pickup that takes away all player possessions and gives some other thing instead.