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 Coalition guy spawns wit dummy weapons, how to fix? 
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1966
Location: The Netherlands
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Post Coalition guy spawns wit dummy weapons, how to fix?
Hello,

A simple question, but I am even more simple so I can't figure it out.

This line (taken from an activity lua file) contains coalition weapons:
Code:
   self.WList = { "Grenade Launcher", "Sniper Rifle", "Heavy Sniper Rifle", "Gatling Gun", "Flamer", "Napalm Flamer", "Spike Launcher", "Flak Cannon", "Auto Pistol", "Shotgun", "Auto Shotgun", "Mauler Shotgun", "Rocket Launcher" }


But since dummies also have a Grenade Launcher, Sniper Rifle etc. the Coalition get spawned with those.
How would I tell the lua file to pick the guns from Coalition.rte at all times?


Thu Aug 18, 2011 5:43 pm
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Joined: Tue Aug 11, 2009 5:09 am
Posts: 395
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Post Re: Coalition guy spawns wit dummy weapons, how to fix?
Replace "WeaponName" with "Coalition.rte/WeaponName".


Thu Aug 18, 2011 6:40 pm
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Joined: Tue Dec 12, 2006 3:10 pm
Posts: 495
Location: Uncertain quantum state
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Post Re: Coalition guy spawns wit dummy weapons, how to fix?
Do the create functions still have the second parameter for a module?


Thu Aug 18, 2011 7:01 pm
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1966
Location: The Netherlands
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Post Re: Coalition guy spawns wit dummy weapons, how to fix?
Gawd, I really should have figured this one out myself. >_<

Thanks, I will build you a statue someday. :grin:


Thu Aug 18, 2011 7:05 pm
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Joined: Mon Apr 28, 2008 1:35 am
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Post Re: Coalition guy spawns wit dummy weapons, how to fix?
findude wrote:
Do the create functions still have the second parameter for a module?


yes, example:

actor:AddInventoryItem(CreateHDFirearm("Heavy Pistol","Coalition.rte"));


Fri Aug 26, 2011 7:52 pm
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