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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Starting weapons
Starting weapons
2008-07-26, 8:52 PM #1
Hi, I've been trying to use ZED's episode editor/startup cog generator to change the starting weapon to just fists and Stormtrooper Rifle. However, it seems that no matter what I do he always starts with the lightsaber and bryar pistol! Please help!

Update: I managed to get rid of the bryar pistol by delaying the startup cog and setting the number to zero, but the lightsaber is still there. Does anyone know what the bin number for the lightsaber is? Is there a list anywhere?
2008-07-27, 12:08 AM #2
when the start up cog is created by ZED i found it always created the cog outside the cog folder. Make sure the startup cog is in the cog folder, add the cog to F7 panel and hit refresh.

make sure you open the startup cog with notepad or cogpad or whatever and check what code its using, ie
Code:
SetInv(player, 1, 1);   // fists
  SetInv(player, 9, 1);   // Concussion Rifle
  SetInv(player, 12, 100);   // Power

 // Initialize weapon.
  SetFireWait(player, -1);
  SetMountWait(player, 0);
  SetCurInvWeapon(player, 0);
  SelectWeapon(player, AutoSelectWeapon(player, 1));
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2008-08-01, 1:31 PM #3
Sounds like your level is for Mysteries of the Sith. In MotS, you always get a pistol and a lightsaber -- it's in the kyle.cog and mara.cog files or whatever. To overcome this, in your startup cog, you can type:
Code:
SetInvAvailable(player, 131, 0);     // saber not available
SetInv(player, 122, 0);		     // no bryar
SetInvAvailable(player, 122, 0);     // bryar not available
SetInv(player, 132, 0);		     // no blastech
SetInvAvailable(player, 132, 0);     // blastech not available


Or just use my MotS Startup Cog Generator. It uses a popup window, in case Windows complains. Someday I'll turn it into a real program, and not just a javascript form...

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