• All, Gmail is currently rejecting messages from my host. I have a ticket in process, but it may take some time to resolve. Until further notice, do NOT use Gmail for your accounts. You will be unable to receive confirmations and two factor messages to login.

Disable Character on Death

A while ago I asked about how you could disable characters on death, and force a game over once all are dead. A while later I've found a way...

I use the same script as lock/unlocking characters, with a globalvar for each one resetting on level clear. It works, but there is one problem: I can't seem to disable ALL of them. The 1st character loaded won't be disabled in this way. It appears the game does not allow 0 selectable character. I'm thinking I could try on pdie change number of continues to the sum of all these globalvars - 1, but the first character staying active kind of defeats the purpose.

Is there a way to work around this? Any help would be appreciated.
 
The first thing I would try is replacing the model - that is allowed. Make your replacement model spartan, and visually fix it to work with what you want. Then capture player inputs with keyscript so they can't do anything except what you allow. I'm on my phone and can't really lay out much detail, but hopefully that will get you started.

DC
 
Is there a reason you don't want to just set lives to 1 and credits to 0? Or are you trying to make it so that a character can no longer be selectable upon death?

Never mind, misread the post. Ignore.
 
Damon Caskey said:
The first thing I would try is replacing the model - that is allowed. Make your replacement model spartan, and visually fix it to work with what you want. Then capture player inputs with keyscript so they can't do anything except what you allow. I'm on my phone and can't really lay out much detail, but hopefully that will get you started.

DC

Thanks for the input, though I don't quite get what you mean by Spartan.

However if I can replace models, should I be able to just call the models by order, and replace the first one with the next i that is both a player and selectable? The game should automatically ignore the duplicate right?
 
Damon Caskey said:
The first thing I would try is replacing the model - that is allowed. Make your replacement model spartan, and visually fix it to work with what you want. Then capture player inputs with keyscript so they can't do anything except what you allow. I'm on my phone and can't really lay out much detail, but hopefully that will get you started.

DC

I tried and it didn't work :(

I think I can find the models correctly, but I don't know how exactly I can replace a model. Spent an hour typing before I read about changemodelproperty not being able to do that.
 
Here's an example of changing model with script:

Code:
@script
    if(frame==3){
      void self = getlocalvar("self");

      changeentityproperty(self, "model", "Trix", 1);
      changeentityproperty(self, "name", "Trix");
      setidle(self, openborconstant("ANI_IDLE"));
    }
@end_script

I added line to revert to IDLE animation to prevent animation issue after model change
 
Back
Top Bottom