Time-trial mode weapons not visible v1.4

Time-trial mode weapons not visible v1.4

Postby bentito » 30 May 2013, 19:48

Hi,

I am placing new weapons in a map that is meant to be used in time-trial mode. I have set the weapon as, for instance, weapon 4 0 16 0 0 ... with the 16 showing as being for time-trial. When I go into a time-trial mode of the map in game mode, I don't see the weapons there. If I join the game in editing mode, I see the weapons, but then I have a pistol in my hands and can't get rid of it.

Maybe I should just say what I want to have happen..

I want to be able to have a map where no one is shooting at me, no one else is there and there is no weapon showing in my hand. In that map I also want to have some weapons scattered about. I want to be able to walk around that map in normal corporeal form.

(I'd also like to have an option to not have the weapons spin about the Z-axis.)

-brett
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Re: Time-trial mode weapons not visible v1.4

Postby Sniper-Goth » 31 May 2013, 15:17

If you don't want any weapon in hands, just play with classic mutator.
But weapons aren't supposed to spawn in time trial, anyway.
Red Eclipse in game name: Sniper-Goth/Sniper-quake3. Maps in the making: DOTA style map, ringed, train, ladder race,.
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Re: Time-trial mode weapons not visible v1.4

Postby bentito » 31 May 2013, 15:36

Okay, thanks @Sniper-Goth, I didn't know about the mutator for classic. I found the following startup works too:
redeclipse-1.4/redeclipse.sh -x'mode 1;spawnweapon 0'

I put in weapons with a mode of 63 (all modes) and then the weapons are shown but not usable. Perfect for my uses.

Also I found the answer to the spinning weapon models. Setting `mdlspin` to 0 from the value I found of 50 did the trick. Now the weapons just sit there.
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