Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Custom maps, mods, skins & campaigns
Discover and download custom maps, character skins, weapon modifications, skins, enemy modifications, campaign mods, and much more.
Give powerup to player.
Hello.

Im using "prjGiveItemToPlayer" to give it power up one some actions executed.

And when it happens, i see "Serious Damage" hud message, as if i picked up exact powerup, but nothing happens, there is no effect, no timer.

I've tested this method with other items like ammo, or armor. Everything works, but PowerUps.

What am i doing wrong?

Thank you!
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Showing 1-2 of 2 comments
Ryason55 29 27 Aug, 2024 @ 10:11pm 
Powerups use a bespoke "CGenericPowerUpItemEntity", and don't work when used in the usual "CGenericItemEntity". That script function is probably trying to apply the powerup as a generic item, so it has similar problems. There's likely nothing you can do on that front.

Probably the best you can do is spawn the powerup item directly on top of the player, setting it to "Only first player picks".
Thank you!

Its working. I already tried to spawn exact item upon player, but i had wrong bespoke under which it was created. It was "CGenericItemEntity".

Also very confusing that in template there is four outdated types as

"CPowerUpItemProperties",
"CInvisibilityPowerUpItemProperties",
"CInvulnerabilityPowerUpItemProperties",
"CSpeedPowerUpItemProperties".

Which all point on now missing power ups in empty folder.

With the only correct one "CGenericPowerUpItemEntity".
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Showing 1-2 of 2 comments
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