Es/Perfect Dark Source: item weaponset: Difference between revisions

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{{wrongtitle|title=item_weaponset}}
{{wrongtitle|title=item_weaponset}}
==Entity Description==
==Descripción de la entidad==
[[Image:Perfect_Dark_Source_-_item_weaponset.jpg|right]]
[[Image:Perfect_Dark_Source_-_item_weaponset.jpg|right]]
An item spawn point that uses weapon sets. It may spawn a hard coded item, it may also set the ammo on each clip of the weapon.
Un punto de aparición de objetos que utiliza los set de armas. Puede salir como un objeto ya programado, y también puede ajustar la munición de cada cargador del arma.
{{clr}}{{note|The entity is placed like a point but spawns a model entity centered on the point. item_weaponset shouldn't be placed close to the ground as this will cause big weapons to get stuck.}}
{{clr}}{{note|Ésta entidad se coloca como un punto pero genera una entidad de modelo centrada en ése punto. item_weaponset no debe situarse muy cerca del suelo ya que hará que las armas grandes queden atascadas en la geometría.}}


==Keyvalues==
==Valores clave==


* {{kv targetname}}
* {{kv targetname}}

Revision as of 05:54, 7 May 2007

Template:Wrongtitle

Descripción de la entidad

Perfect Dark Source - item weaponset.jpg

Un punto de aparición de objetos que utiliza los set de armas. Puede salir como un objeto ya programado, y también puede ajustar la munición de cada cargador del arma.

Note.pngNota:Ésta entidad se coloca como un punto pero genera una entidad de modelo centrada en ése punto. item_weaponset no debe situarse muy cerca del suelo ya que hará que las armas grandes queden atascadas en la geometría.

Valores clave

  • spawnitem
<choices> What item should spawn? Use Weapon Set will make use of weapon sets, the other options are hard coded spawns and will not take weapon sets into consideration.
  • weaponsetslot
<integer> The weapon set's slot number to use. Only necessary if spawnitem is Use Weapon Set.
  • howtogiveammo
<choices> Defining ammo as health, armor or whatever the item gives and PrimaryAmmo the first or only thing it gives.
0: Default
Give the default ammount of ammo for the item. If Box of Rounds always gives 10 ammo then give 10 ammo.
1: Absolute
The level designer decides an absolute value of ammo. If ammovalue is 1 give 1 ammo despite the default being 10.
2: Relative
The level designer decides a relative value of ammo (relative to the max for the item). If ammovalue is 0.5 (50%), a pistol that takes up to 50 rounds and 20 in the magazine will receive 50+20 = 70 * 0.5 = 35 rounds.
3: Custom Ammo String
The level designer wants complete control of ammo. Uses customammostring to define how to give each type of ammo and the ammo values.
  • ammovalue
<string> Read as a single integer or float. Skipped if howtogiveammo is Default or Custom Ammo String. Read as an integer value if Absolute, read as a float value if Relative (where 0 is 0%, 1 is 100%, 1.5 is 150%, etc). It affects all ammo sources for the item, ie. It will affect both primary and secondary ammo clips on the Superdragon.
  • customammostring
<string> Contains a parameter list. Used to give different values on items giving two or more types of ammo. Structure:
#<HowToGiveAmmo Index> <AmmoValue> #<HowToGiveAmmo Index> <AmmoValue> ...
ie. Primary ammo set as Default and Secondary set as 50% Relative: #0 0 #2 0.5

Inputs

  • Kill
Removes this entity from the world.
  • KillHierarchy
Removes this entity and all its children from the world.
  • AddOutput <string>
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  • FireUser1-4
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.


Outputs


See Also

Template:Otherlang:es Template:Otherlang:es:en, Template:Otherlang:es:fr