Weapons: Difference between revisions
Ninjaofsauce (talk | contribs) (Added dynamic spawns and customizing weapons.) |
(?) Tag: Manual revert |
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{{Abstract Mapping}} | {{Abstract Mapping}} | ||
==Adding weapons to a map== | ==Adding weapons to a map== | ||
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==Customizing Weapons== | ==Customizing Weapons== | ||
With the entity [[point_clientcommand]] and <code>sv_cheats 1</code> you can modify parameters for weapons. (ex: <code>"sk_plr_dmg_pistol 100"</code>) | With the entity [[point_clientcommand]] and <code>sv_cheats 1</code> you can modify parameters for weapons. (ex: <code>"sk_plr_dmg_pistol 100"</code>) | ||
This can also be done with weapon scripts. See [[Changing clip sizes]]. | |||
==See also== | ==See also== | ||
[[:Category:Weapons]] | [[:Category:Weapons]] |
Latest revision as of 08:21, 22 June 2025
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Adding weapons to a map
- 1. Making point entity with Classname weapon_... (For example: weapon_ak47, weapon_portalgun...)
- 2. Set you need keyvalues (For example:targetname, rendermode...)
You first weapon is done!
Dynamic Spawns
Using env_entity_maker, logic_relay, and point_template you can spawn weapons into the map.
Example
- weapon_shotgun named "spawnedweapon"
- point_template named "weapontemplate" with "template01" set to "spawnedweapon".
- env_entity_maker "weapontemplate" as entitytemplate.
- logic_relay to call
forcespawn
on env_entity_maker to spawn in weapon.
Depending on need, you can use Flags "Start constrained" or "Deny player pickup" to control weapon after spawning.
Customizing Weapons
With the entity point_clientcommand and sv_cheats 1
you can modify parameters for weapons. (ex: "sk_plr_dmg_pistol 100"
)
This can also be done with weapon scripts. See Changing clip sizes.