Posted by JM on October 08, 1998 at 07:31:41:
In Reply to: Re: How do you start a level with a weapon out (For Mots?) posted by Mobius on October 07, 1998 at 20:30:20:
: : Like the subject. I can't figure it out.
: : Thanx for your help.
: You'll need to edit your master cog file.
: Here's the startup portion of mine for example:
: I hope this is clear enough to follow.
: *note--this is for JK, but it should be the same except for those extra weapons you can use in MOTS such as the carbonite gun. If thats the case I don't know how to do it.
: Note the line: SelectWeapon(player, 10);
: The number 10 refers to the lightsaber, thus I start with the saber. A 3 would be a Stormy rifle.
: 6=repeater gun
: 7= rail gun
: You see the pattern. Whatever number you press in the game to select a weapon you would put in this line. Also whatever weapon you want to start out with you'll have to add to your startup inventory.
: startup:
:
: // Register COG as master COG
:
: SetMasterCOG(GetSelfCOG());
: player = GetLocalPlayerThing();
:
: // Initialise Goals
:
: SetInv(player, 99, 1000);
: SetGoalFlags(player, 0, 1);
: SetGoalFlags(player, 1, 1);
: // Give player weapons and ammo
: // Startup inventory
:
: SetInv(player, 1, 1); // fists
: SetInv(player, 2, 1); // briar
: SetInv(player, 3, 1); // ST Rifle
: SetInv(player, 10, 1); // Lightsaber
: SetInv(player, 11, 100); // Energy
:
: // Initialize weapon.
:
: SetFireWait(player, -1);
: SetMountWait(player, 0);
: SetCurInvWeapon(player, 0);
: SelectWeapon(player, 10);
:
: // Force ranking - Jedi Lord
: SetInv(player, 20, 8);
: SetTimer(1);
: Return;
: Hope that helps.
It doesn't need to be the master cog... thats just to allow bugs to be found esier, most of the jksp levels don't have a master cog.