diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut | 7 | ||||
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/_titan_transfer.nut | 7 |
2 files changed, 11 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut index 78dec3d1..8e624c14 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_classic_mp_dropship_intro.gnut @@ -125,6 +125,8 @@ void function EndIntroWhenFinished() void function SpawnPlayerIntoDropship( entity player ) { + player.EndSignal( "OnDestroy" ) + if ( IsAlive( player ) ) player.Die() // kill them so we don't have any issues respawning them later @@ -148,7 +150,6 @@ void function SpawnPlayerIntoDropship( entity player ) WaitFrame() player.EndSignal( "OnDeath" ) - player.EndSignal( "OnDestroy" ) // find the player's dropship and seat array<IntroDropship> teamDropships @@ -179,6 +180,7 @@ void function SpawnPlayerIntoDropship( entity player ) // respawn player and holster their weapons so they aren't out player.RespawnPlayer( null ) + HolsterAndDisableWeapons(player) player.DisableWeaponViewModel() // hide hud and fade screen out from black @@ -186,7 +188,7 @@ void function SpawnPlayerIntoDropship( entity player ) ScreenFadeFromBlack( player, 0.5, 0.5 ) // faction leaders are done clientside, spawn them here Remote_CallFunction_NonReplay( player, "ServerCallback_SpawnFactionCommanderInDropship", playerDropship.dropship.GetEncodedEHandle(), file.introStartTime ) - + // do firstperson sequence FirstPersonSequenceStruct idleSequence idleSequence.firstPersonAnim = DROPSHIP_IDLE_ANIMS_POV[ playerDropshipIndex ] @@ -228,6 +230,7 @@ void function PlayerJumpsFromDropship( entity player ) // show weapon viewmodel and hud and let them move again player.MovementEnable() player.EnableWeaponViewModel() + DeployAndEnableWeapons(player) RemoveCinematicFlag( player, CE_FLAG_CLASSIC_MP_SPAWNING ) } }) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_titan_transfer.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_titan_transfer.nut index 7b126cd0..c84e6aba 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_titan_transfer.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_titan_transfer.nut @@ -178,7 +178,12 @@ void function GiveWeaponsFromStoredArray( entity player, array<StoredWeapon> sto UpdateProScreen( player, weapon ) } - string weaponCategory = GetWeaponInfoFileKeyField_GlobalString( weapon.GetWeaponClassName(), "menu_category" ) + string weaponCategory = "" + if ( IsWeaponKeyFieldDefined(weapon.GetWeaponClassName(), "menu_category") ) + { + weaponCategory = GetWeaponInfoFileKeyField_GlobalString( weapon.GetWeaponClassName(), "menu_category" ) + } + if ( weaponCategory == "at" || weaponCategory == "special" ) // refill AT/grenadier ammo stockpile { int defaultTotal = weapon.GetWeaponSettingInt( eWeaponVar.ammo_default_total ) |