Game player equip: Difference between revisions
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To properly use the entity you have to turn smart edit off, now you can add a new keyvalue. The name should be the item, say [[weapon_ar2]]. Then the value should be the number of them, say 1. Now the game_player_equip wil equip 1 combine assualt rifle. | To properly use the entity you have to turn smart edit off, now you can add a new keyvalue. The name should be the item, say [[weapon_ar2]]. Then the value should be the number of them, say 1. Now the game_player_equip wil equip 1 combine assualt rifle. | ||
Simply leaving it where you place it will equip when the player spawns. Use only makes it equip the activator or all players if no activator. Now set up a [[trigger_multiple]] to equip it. A problem occurs in that the defualt .fgd does not contain the correct trigger, simply type in '''Use''' instead. Hammer won't like it, but it is correct. | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 18:26, 15 December 2005
Entity Description
This is the entity used to equip the player with a multitude of things like weapons, ammo, and items. The entity requires a few steps to use properly. First you have to tell it what to equip, and then how.
To properly use the entity you have to turn smart edit off, now you can add a new keyvalue. The name should be the item, say weapon_ar2. Then the value should be the number of them, say 1. Now the game_player_equip wil equip 1 combine assualt rifle.
Simply leaving it where you place it will equip when the player spawns. Use only makes it equip the activator or all players if no activator. Now set up a trigger_multiple to equip it. A problem occurs in that the defualt .fgd does not contain the correct trigger, simply type in Use instead. Hammer won't like it, but it is correct.
Keyvalues
Flags
- 1 : Use Only
- Makes it so that the entity is only triggered and cannot be picked up.
Inputs
- This is used in conjution with the Use Only flag to trigger it.
input Use(void) : "Equip player"