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Eliminating the Sword
How do I get rid of the default sword? I got setSword( NULL, 0); and replaceAni( "sword", NULL); Which get rid of the physical part of the sword. But a player can still walk up to a bush push S, and with the player ani staying idle, the bush is miraculously being cut. I.E. the bush is vanishing and the leaps are showing but the player does nothing.
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Custom attack system.
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I have that, It is just not removing the sword effect.
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disableWeapons();
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enablefeatures() is actually the best way to do it.
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thanks guys
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You can disable the sword through enablefeatures?
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You have to use disableWeapons(); o.0 There is not feature in enablefeatures for sword usage... |
yeah I used disableweps
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disablesword()?
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You might be thinking of hidesword(int), used to be used on old Graal to hide the sword in case you used the sword sprite indexes and didn't want the sword to be shown.
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Actually, Vash. enablefeatures(params); disables all the features except for those that are listed in the parameters. And one of those parameters is the ability to use the sword. Which means if you use enablefeatures(params) and do not include (I forget the number of the param for weapons) you will lose the ability to use the sword and weapons.
Considering this is how I do it on Arca, It is possible to disable weapons using enablefeatures(params) unless I "ZOMGWTFPWNED the graal servers" to make this work. |
look at the wiki. You can disable the qmenu though.
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NPC Code:1 - M key (map) There is no flag for weapons/swords for enablefeatures. |
Maybe it's showstats dunno.
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Thats called being owned in the face, Stan.
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I get the point. o_o
If so, would someone kindly care to explain what enablefeatures() is doing that makes it so the s button doesn't work then? Edit: Ok, wait. I have a custom movement system so I feel like an *******. But it doesn't use disableweapons() anywhere. Would disabledefmovement() disable the sword as well? o_O Edit 2: Yeah, disabledefmovement() is what was disabling the sword (tested it first ;o). |
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For example: enablefeatures( 1 ); Would keep the "M" button enabled for Graal's map viewer. Every other listed feature will not work. If you want to add another feature append a "-" sign and then another bitflag. enablefeatures( 1 - 2); Would enable both the "M" button for the default map viewer, and the "P" to enable Graal's standard pause. --- disabledefmovement(); disables the player's ability to move, not sure if it prevents the player from swinging or not. |
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also enablefeatures( 1 | 2 | 4); "|" works too.
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@ rapidwolve, I tested some with only a weapon with disabledefmovement() and without any weapons at all. He could swing without the weapon and when the weapon was added he couldn't swing.
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It was a custom movement system :o I'm referring to a Weapon NPC of course.
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I was testing the usage of disabledefmovement() and it's relevancy as far as removing functionality for the default sword swing.
I removed all the testers weapon npcs. Then had them relog in. I had them press s and the default swing worked. Then I added the custom movement to them which contains the "disabledefmovement()" function and asked them to press s again and it didn't work. Get me? :p |
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*bump* still no working solution.
EDIT: disableweapons()/disablemovement() work, but seem quite unpractical. Is there a way to just disable the sword? Also is there anyway to make so the player can not pick up the tile bushes? |
disableweapons and simply rescript the weapon(D)?
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I GOT IT!!! Without disabling weapons. I feel really stupid for not realizing this earlier. XP
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Now as for the bush matter. I'm still lost other than using disabling the movement System. |
That's odd... I thought negatives just made it a healing sword.
Like I said, you can simply just disable weapons... which will only disable the sword and weapon, and rescript the weapons(if you still need to use them). It's not that hard to rescript the weapon function. |
Well. The weapons sys I already have needs weapons to be enabled (for onKeyPressed and stuff to work)
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