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Picking up item/obstacle/weapon Mr. Q style?

NED

Well-known member
Mr. Q 's way to Pick up item/obstacle/weapon seems very good
Finally a DD mode allows to pick up an obstacle

LotDD - Testing weapons!

How can I replicate a similar system ?
Thanks

EDIT : Finally, MrQ seems to use regular weapon system to replicate obstacle pickup. Consider this topic FIXED.
As a personnal explanation. I'll use a combination of that and obstacle.
Eg : barell obstacle will "break" on hit and spawn the barell weapon.
Obviously you cannot hit it again, but it's pickable.
 
These are done using the engine's built in weapon models - it's no different than picking up a stick or a bat.

In a module using tons of characters or obstacles to pick up, you'd want to script a lift/carry system to avoid having tons and tons of models, but in a Double Dragon module that isn't necessary.

DC
 
@Ilu : Great news! I can't wait to try it and understand how it works! ::)

@Jiam : Hm, since this mod the most incredible thing I've seen about possibilities in Openbor. I'm not even surprised.  ;)
 
Its funny how simple things must be heavily workarounded like that, i think easiest would be having obstacle as enemy and nomove so it doesnt move and turn around but the problem is it will count towards group so your character wont move forward until this enemy will be destroyed, something like "group exclude" would be nice in stages so any entity with it would be excluded from group so you dont have to destroy it to move forward, or maybe someone knows how to do it with script, i dont think we have control over it with scripting.

It doesnt work probably cause your playuer doesnt hit npc's anyway.
 
Bloodbane said:
Alright, let us confirm this: you want a barrel entity to act like obstacle but at same time it's grabbable right?

I tried implementing that in the first Power Rangers mod and gave up after a few days of testing. I never understod why it was so hard (that's what she said.)
 
NPCs aren't counted in groups so no need to worry

But i dont want players to be able to damage npcs as i plan to have npc chars later on

Hmmm... that's strange, cause if player can't damage NPC then player can't grab NPC either including this barrel
 
I keep thinking if the trick you used before is actually a bug and for some reason unusable anymore IOW debugged

Instead of finding workaround to get that, why not create new method? so let's confirm this: you want an obstacle to be pickable and be used as weapon?
 
Let me sum this: there are 2 method to pick obstacle then use them as weapon,

1. Scripted

This method will remove the obstacle and change player's model to weapon model carrying the obstacle
This method works great for small obstacles or big, strong and powerhouses

2. Workaround

This method won't remove the obstacle but instead treat it like non moving enemy. Player's model remains the same
This method works great for large obstacles or small characters

but i had it working in that game but there must be a conflicting script in my bad ass babes game

Maybe you're missing some settings? cause when I tried this trick I have to set hostile enemy obstacle to allow player to grab obstacle AND disable platform the obstacle has to make it work
 
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