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cirlin
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Posts: 382
Player weapons

on Tuesday, October, 28, 2003 1:17 PM
Anyone know how to get your disc in a level? I can't find anything in the .doc's about it.buy viagra onlinehttp://www.bilimselbilisim.com/haberler_detay.aspx?id=42 viagra online


 
josh.exe
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Posts: 0
Re: Player weapons

on Friday, September, 24, 2004 9:24 PM
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Steve
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Posts: 79
Re: Player weapons

on Tuesday, September, 28, 2004 4:38 PM
I presume you meant, "I want to have a weapon in my hand when I start a fan-made level."

I'm no longer actively pursuing making SP Tron levels (not user-friendly enough). So, I can't give you any more insight then what I previously wrote here. Hopefully, it's self-explanatory enough to get you going. Enjoy.

Also, you should check other Tron message boards for level-building advice.

>>>>>>>>>>>>>>

I haven't seen this anywhere else, so I thought I'd share it here...

In order for you to automatically have a weapon when you start a level (provided that it is the first level)...

1). Create your GameStartPoint object (you probably have already done this). // You need a place to enter the level.

2). Create a WeaponItem object (let's call it "WeaponItem0" for simplicity sake). // You need a weapon.

2a). Set Visible to "False." // There's no point in seeing it elsewhere if you already have it).
2b). Set Move to Floor to "False." // There's no point in it being on the ground, especially if you can't see it.
2c). Set your Weapontype to whatever you want. // I chose "Disc" simply because it's the first weapon you'd usually receive.

3). Go back to your GameStartPoint object. In the Command field, type (it's case sensitive & don't include the quotation marks, "MSG WeaponItem0 ACTIVATE"

There. Now, when you start your level, you have a weapon (in this case, a Disc).

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