Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..

Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..
for now yesBlue Shadow wrote:Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..
Well, you can still make classes, it's just that the menu looks a little... I dunno, lacking. Tried making a custom menu for it, based on the player setup menu, but the dang thing doesn't change, even though it's got the same name. Maybe I'm missing something here.BigProjectAlone wrote:for now yesBlue Shadow wrote:Wow, you stopped making player classes because of something this trivial?BigProjectAlone wrote:i've stop making classes for my game just because of that..i've other things to do in my mod. if i can find a way to make more classes i will.
Spoiler: Version 1
Spoiler: My preferred solutionThis is utterly untested on my part.
You can take (not drop) away inventory items by using [wiki]TakeInventory[/wiki] ACS function. There is [wiki]A_DropInventory[/wiki], however. But it's an action function, not ACS function.BigProjectAlone wrote:or it is possible on acs to make player DROP items
For "normal" floors, you can use [wiki=Classes:SecActHitFloor]this[/wiki].BigProjectAlone wrote:how do i made a script that activate when the player lands on the floor, on a 3d floors..
Put them in the "hires" directory.KuriKai wrote:But I'm not sure if they should go in "hires/" or in "flats/" and "textures/"
Maybe if you used that on the control sector for the 3D floor, it might work.Blue Shadow wrote:For "normal" floors, you can use [wiki=Classes:SecActHitFloor]this[/wiki].BigProjectAlone wrote:how do i made a script that activate when the player lands on the floor, on a 3d floors..
As for 3D floors, I'm not sure. You can try the one I linked to above. If it doesn't work, then try [wiki=Classes:SecActHitFakeFloor]this one[/wiki], and if that doesn't work either, then I don't know.
[wiki]Cluster_definition[/wiki]Sgt. Shivers wrote:How do I make those text screens that you see at epidode ends?
There is no internal method of doing this (entertext only works if you are entering from a previous cluster, not a new game). Hacking something together using ACS or using a dummy map as the start would do the trick, however.Sgt. Shivers wrote:How would I make one of those appear when you start a new game?