Perfect Dark Source: item_weaponset

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Entity description

Perfect Dark Source - item weaponset.jpg

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.

Note.pngNote: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.

Keyvalues


  • Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
  • 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 amount 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


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.

See also