Keep weapon for next level?

Viper Snake

Member
Is it possible to have a player not lose a weapon when the level ends so they start with it on the next level? setweap won't do because that just makes the character always have the weapon. I have a 'secret move' that changes the player character into a weapon and I don't want it wear off until the current set ends.
 
Well, obviously you need script to store current weapon in a global variable and carry it to next levels. Everytime level starts the weapon is rewield.

Though you need extra script to clear that variable when player returns to main menu
 
Sorry, script is the only way.

I don't know how your weapon system works but allow me to give example in this thread:

http://www.chronocrash.com/forum/index.php?topic=213.0

This Castlevania demo has weapon system which is carried to next level.
 
Well, I never got around to figuring out the script for what I was asking for here, but I found a better way of doing what I was going for. Regardless, thank you for the suggestions.
 
nsw25 said:
so what was your work around ??? do share :)
You can go check on the link that Bloodbane linked, and download the one from his first post. I admit. I downloaded his mod there yesterday for keeping weapons. Check on some of the playable character texts and script to see what it's like.
 
nsw25 said:
so what was your work around ??? do share :)

In another game I'm working on called Gun Master, you can earn cheat codes that you can input and unlock new characters for the select screen. I wanted to do this in my Castlevania game as well, but there was a problem. My method for that did not work with my CV game because of multiple select screens that used allowselect in them to keep characters that were made for other modes from appearing. Openbor won't let me 'know' a character in allowselect without crashing, so I tried to make a secret 'cheat code' move using weaponframe to just equip the secret characters as a weapon ingame. In my game there are 4 versions of the same character for each difficulty mode and a sound test, I realized I could just make the other 3 difficulties and sound test character into a weapon with type none to keep them from appearing in the select screen. Using setweap, modelflag 3, weaploss 3 (and skipselect for soundtest) I keep the character as its proper version for each mode and regain the ability to load secret characters to the select screen.
 
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