This article relates to the game "Half-Life: Blue Shift". Click here for more information.
This article relates to the game "Half-Life: Opposing Force". Click here for more information.
This article relates to the game "Half-Life". Click here for more information.

item_longjump

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Worldmodel.
Back side.
Class hierarchy
CItemLongJump
CItem
CBaseEntity
items.cpp

item_longjump is a point entity available in Half-Life Half-Life, Half-Life: Opposing Force Half-Life: Opposing Force, and Half-Life: Blue Shift Half-Life: Blue Shift.

Description

It gives the player the Long Jump Module for their HEV Suit, allowing the user to jump longer distances in the Xen chapter.

Note.pngNote:It requires the player to have the suit on before the Long Jump Module can be picked up.

Key Values

Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.
Delay before trigger (delay) <integer>
Delay in seconds before firing the targeted entity.
Killtarget (killtarget) <targetname>
Entity to remove when activated.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Not In Deathmatch : [2048]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip.pngTip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.


Gallery

External links