Comments (1)
I tested and it's possible via a script like this:
procedure MyGameOnJoin(Player: TActivePlayer; Team: TTeam);
var
i: Integer;
begin
// Disable all except deagle and law.
for i := 2 to 13 do
Player.WeaponActive[i] := False;
end;
begin
Game.OnJoin := @MyGameOnJoin;
end.
Also there is the SC2 function SetWeaponActive
, and the ForceWeapon
scripting options. I think that these cover all the advanced needs of this system. But for the simple use case it would be nice to be able to just set enabled weapons at the command line, so I agree with the TODO.
I think just straight up having 14 cvars is the right way to go here (sv_weaponactive1
, sv_weaponactive2
...). If more control is really needed, the scripting covers it, so all we should do is set the value in the WeaponActive
global, and possibly call NetworkServerFunctions.SetWeaponActive
if the game has already been started.
I would like to spend a little more time familiarizing myself with WeaponActive
and WeaponSel
before implementing this, though.
from opensoldat.
Related Issues (20)
- /loadcon command doesn't work HOT 3
- Server not closing with single signal of SIGINT or SIGTERM HOT 1
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from opensoldat.