Es/Perfect Dark Source: item weaponset: Difference between revisions
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{{wrongtitle|title=item_weaponset}} | {{wrongtitle|title=item_weaponset}} | ||
== | ==Descripción de la entidad== | ||
[[Image:Perfect_Dark_Source_-_item_weaponset.jpg|right]] | [[Image:Perfect_Dark_Source_-_item_weaponset.jpg|right]] | ||
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| | {{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.}} | ||
== | ==Valores clave== | ||
* {{kv targetname}} | * {{kv targetname}} |
Revision as of 05:54, 7 May 2007
Descripción de la entidad
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.

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.
- 0: Default
- 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