Starting Weapons
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
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- Posts: 598
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Starting Weapons
is there a way i can change the starting weapons when you start a game?
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- Posts: 598
- Joined: Fri Jun 24, 2005 3:19 am
- Location: Makin tracks with jetboots
Putting it where the player starts wont do you any good. Are you using DECORATE weapons? If so, you can use an OPEN script to give the player the weapons you want
For Example:
So basically just use a script like that, replacing "GrenadeLauncher" with whatever name you gave your weapon in DECORATE.
For Example:
Code: Select all
Script 1 OPEN
{
ClearInventory(); //Removes any weapons player might have at start
GiveInventory("GrenadeLauncher",1); //Gives the player one grenade launcher
}
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- TheDarkArchon
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Code: Select all
Script 1 ENTER
{
ClearInventory(); //Removes any weapons player might have at start
GiveInventory("GrenadeLauncher",1); //Gives the player one grenade launcher
}
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- Posts: 598
- Joined: Fri Jun 24, 2005 3:19 am
- Location: Makin tracks with jetboots
I get a problem
Also I have a problem, it crashes when I do "Clear inventory" why is this 

- wildweasel
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hello again
I got it to work
and also it was in the BEHAVIOR lump
now I start with the fists
and also it was in the BEHAVIOR lump
now I start with the fists
- solarsnowfall
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- Shadelight
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- solarsnowfall
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- Shadelight
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