I find it strange that this is the problem, as the new weapon takes the place of a primary weapon slot. I would have expected any interference to happen in the primary weapon channel, not the secondary weapon channel.
Here's the script:
Code: Select all
launcher_pickup = OnEnterRegion(
function(region, player)
KillObject("launcher")
DeactivateRegion("launcher_pickup")
SetClassProperty("rep_inf_trooper_story2", "WeaponName3", "rep_weap_inf_rocket_launcher")
SetClassProperty("rep_inf_trooper_story2", "WeaponAmmo3", 7)
end,
"launcher_pickup"
)Code: Select all
[GameObjectClass]
ClassParent = "rep_inf_default"
[Properties]
MaxHealth = 1400.0
WEAPONSECTION = 1
WeaponName1 = "rep_weap_inf_carbine"
WeaponAmmo1 = 2
WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_pistol"
WeaponAmmo2 = 0
WEAPONSECTION = 3
WeaponName3 = "rep_weap_inf_pistol"
WeaponAmmo3 = 0
WEAPONSECTION = 4
WeaponName4 = "rep_weap_inf_thermaldetonator"
WeaponAmmo4 = 1
WeaponChannel4 = 1
WEAPONSECTION = 5
WeaponName5 = "rep_weap_inf_bacta"
WeaponAmmo5 = 1
WeaponChannel5 = 1
VOUnitType = 121


