Talk:Item suit: Difference between revisions
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::Yes, there is. Insert the newgame_spawn prefab and look how it handles it. --[[user:TomEdwards|TomEdwards]] 01:33, 8 Aug 2005 (PDT) | ::Yes, there is. Insert the newgame_spawn prefab and look how it handles it. --[[user:TomEdwards|TomEdwards]] 01:33, 8 Aug 2005 (PDT) | ||
I inserted that prefab and checked it out. I did what it did but it didn't seem to work. What I did was I inserted a logic_auto, and added a output named "OnNewGame," target entity named "spawn_suit," via the "ForceSpawn" input. Then I created a point_template with the name "spawn_suit," and "suit" in the Template 1 field. Then I simply named the suit "suit." No suit spawned upon load. |
Revision as of 16:32, 8 August 2005
The item_suits never seem to show up, what is wrong here?
- You've got to spawn it rather than place it. Confusing, I know... --TomEdwards 13:42, 5 Aug 2005 (PDT)
So if I don't want the player to have to spawn it from the console, I have to have another entity spawn it for me?
using give won't work...suit is given by a hack in this command -ts2do
- Sorry but I'm lost.
- What I did was insert a point_clientcommand entity. I then have the player start out inside of a trigger once, which triggers the point_clientcommand with a parameter override of "give item_suit." That effectively "uses" that console command and thus gives the player the suit from the beginning of the level.
- There must be an easier way to do it, though.
- Yes, there is. Insert the newgame_spawn prefab and look how it handles it. --TomEdwards 01:33, 8 Aug 2005 (PDT)
I inserted that prefab and checked it out. I did what it did but it didn't seem to work. What I did was I inserted a logic_auto, and added a output named "OnNewGame," target entity named "spawn_suit," via the "ForceSpawn" input. Then I created a point_template with the name "spawn_suit," and "suit" in the Template 1 field. Then I simply named the suit "suit." No suit spawned upon load.