Removing all weapons Q3A

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

Removing all weapons Q3A

Post by dilithium »

Hi people.

I thought I'd give modelling a CTF map for the players at work.
I'm trying to remove the bullets from the MG at spawn-time for a gauntlet-only game. Having zero bullets in the MG, so it autochanges to the GAUNTLET

From the manual I've tried to work out that I have placed an AMMO_BULLETS in the map and set it give -100. I've pointed this to a TARGET_GIVE. I've pointed two INFO_PLAYER_DEATHMATCH's to the TARGET_GIVE.

I've used the DM spawner to test the effect (I assume it'll work with the CTF spawn points) but, it's not working.

Am I pointing the wrong things or have the wrong settings etc.

Alternatively, can I remove the MG altogether?

I'm using GTKRadiant 1.4

Thanks,

Neil
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FragaGeddon
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Joined: Sun Sep 17, 2000 7:00 am

Post by FragaGeddon »

Try OSP mod.
Shallow
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Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

You are on the right track and stripping the MG ammo should work, but it sounds like your chaining is wrong, I think it should be

info_player_deathmatch -> target_give -> ammo_bullets

but from your post it sounds like you have

info_player_deathmatch -> target_give <- ammo_bullets

That said, I'd agree that running a mod such as OSP is probably a better option.
dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

Post by dilithium »

Your diagram is correct, Shallow. That's what I have connected at the moment.

info_player_deathmatch -> target_give <- ammo_bullets

I have OSP at work and (fairly sure) at home. How does this fit into editing? Will extra options be available in GTKRadiant or am I going to have to do a bit of research for tutorials? Thanks very much, so far, people.

Most appreciated,

Neil :icon25:
Shallow
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Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Some mods let you configure server-side what weapons are allowed, so basically you could make a gauntlet-only server, so you can get your hot fisting action on any map you choose. Check the mods documentation to see how to do it.

I just remembered that I made a speedmap once where everyone spawned with Quad, MH, RA and no ammo. It was quite entertaining.
Oeloe
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Post by Oeloe »

Shallow wrote:so you can get your hot fisting action on any map you choose.
:icon28: :olo:
dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

Post by dilithium »

It doesn't matter what part of the world you're from, 'hot fisting' still raises an eyebrow. I can't see anything wrong with that sentence at all... much!
dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

Post by dilithium »

Good morning people,

Because setting up a dedicated OSP server was too much like hard-work. Not to mention not knowing how to do it. (Our company runs a dedicated server during lunch-time that I can't interfere with) I used the Target_Give to remove the bullets from the MG.

However, the screen now displays OUT OF AMMO all the time. Is there any way of removing it from the screen, easily? I'm not clever enough to do anything complicated involving programming :)

Thanks,

Neil
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Foo
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Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

it's dead easy I promise. What you do is make a new text file in your quake iii arena folder and call it osp1v1.bat

Then right click on the file and pick 'edit'.

in the box that pops up enter:
quake3 +set dedicated 2 +set fs_game osp +exec 1v1.cfg

Then save it and double click the file.

An OSP dedicated server pre-configured for 1v1 play with pop up.

If you want to make a different kind of OSP server, there's a load of .cfg files in the OSP install called 1v1.cfg, ctf.cfg and so on. Open then in notepad and they tell you what you need to put in your .bat to run them.

:)
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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