Fr/Perfect Dark Source: item weaponset
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Description de l'entité
Définit le point d'apparaition d'un objet ou arme définit par le mappeur, ou le slot depuis le choix du serveur. Les points de spawn par slot sont généralement par 3 affin d'avoir une arme et deux caisses de munitions.

Paramètres
- 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
Détruit définitivement l'entité.
- KillHierarchy
Détruit définitivement l'entité et toute les entités qui lui sont parent.
- AddOutput
Ajoute une connections Input/output entre l'entité source et cible selon le paramètre : <nom du output>:<nom de la cible>:<nom du input>:<parameter>:<delay>:<Temps maximum avant d'être déclenché (-1 = infini)> Ce Input est 'Dangereux' utiliser le avec parcimonie et consciemment.
- FireUser1-4
- Déclenche un Output OnUser 1-4.
Output
- OnUser 1-4 Déclenché à la réception de l'input FireUser 1-4.