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How to make a weapon non-droppable?

Ask UnrealEd 1 mapping related questions, or give hints, tips and tricks
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Devil Master
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Joined: Sat Jun 18, 2011 8:30 pm

How to make a weapon non-droppable?

Post by Devil Master »

I have made a pseudo-weapon that does not use ammo, deals 0 damage and is invisible. I derived it from the automag and called it "interactor" because I use it as a quick implementation of a "use" button (despite dealing no damage, the shots still activate the triggers that activate when shot).
However, if I press the "drop weapon" key while holding the interactor... it gets dropped. I don't want this, because it results in the inability of activating buttons except by shooting them with visible weapons. I want to maintain the illusion that the player character is pushing those buttons, not shooting them, so how can I make it impossible to drop the interactor?

(Note: simply remapping the "drop weapon" key would create another problem, because I'm also using a vehicle mod that uses that key to exit from vehicles)
Last edited by Devil Master on Thu Jul 03, 2014 11:21 am, edited 1 time in total.
AlCapowned
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Re: How to make a weapon non-droppable?

Post by AlCapowned »

Set bCanThrow to false in the default properties.
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Devil Master
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Re: How to make a weapon non-droppable?

Post by Devil Master »

That easy? Thank you!
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SFJake
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Re: How to make a weapon non-droppable?

Post by SFJake »

Wouldn't an item for this be more appropriate? Just a thought.
Last edited by SFJake on Sat Jul 05, 2014 3:57 pm, edited 1 time in total.
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gopostal
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Re: How to make a weapon non-droppable?

Post by gopostal »

Yeah, it'd be a lot cleaner to have this in the player's inventory. You'd have more control.
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Bleeder91[NL]
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Re: How to make a weapon non-droppable?

Post by Bleeder91[NL] »

Or in the case this is for a custom map you're making, set the buttons to bUseTriggered and set the initial state to a Trigger type. This way, you can use the Grab command to "Use" movers (bound to the G key by default).
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