Class based weapon pickup
Class based weapon pickup
How to do that? Anyone got any tutorials or even better, example maps?
Like in oc_bunker you have to choose between gordon, sniper, gunner, and 1 more class i forgot.
Like in oc_bunker you have to choose between gordon, sniper, gunner, and 1 more class i forgot.
Re: Class based weapon pickup
Demoman!Scrap wrote:How to do that? Anyone got any tutorials or even better, example maps?
Like in oc_bunker you have to choose between gordon, sniper, gunner, and 1 more class i forgot.
Use the game_player_equip entity.
Here is an example map for you to look at in hammer.
http://www.obsidianconflict.com/tutoria ... _equip.rar
You can have a trigger input to this entity and give the right weapons to the client that triggered it. Press smartedit in the entity properties to add more weapons to it.
This is how the entity looks in the VMF
Might be easier to edit it in there.
Here is an example map for you to look at in hammer.
http://www.obsidianconflict.com/tutoria ... _equip.rar
You can have a trigger input to this entity and give the right weapons to the client that triggered it. Press smartedit in the entity properties to add more weapons to it.
This is how the entity looks in the VMF
Code: Select all
entity
{
"id" "2"
"classname" "game_player_equip"
"targetname" "secret_equipment_1"
"spawnflags" "0"
"item_ammo_357_large" "1"
"item_ammo_crossbow" "1"
"weapon_crossbow" "1"
"weapon_357" "1"
"weapon_uzi" "2"
"item_battery" "5"
"item_ammo_ar2_altfire" "2"
"weapon_sniperrifle" "1"
"item_rpg_round" "3"
"origin" "2 118 51"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
}
}
thanks you so much! i luv u, will test it right after i eat.skidz wrote:Use the game_player_equip entity.
Here is an example map for you to look at in hammer.
http://www.obsidianconflict.com/tutoria ... _equip.rar
You can have a trigger input to this entity and give the right weapons to the client that triggered it. Press smartedit in the entity properties to add more weapons to it.
This is how the entity looks in the VMF
Might be easier to edit it in there.Code: Select all
entity { "id" "2" "classname" "game_player_equip" "targetname" "secret_equipment_1" "spawnflags" "0" "item_ammo_357_large" "1" "item_ammo_crossbow" "1" "weapon_crossbow" "1" "weapon_357" "1" "weapon_uzi" "2" "item_battery" "5" "item_ammo_ar2_altfire" "2" "weapon_sniperrifle" "1" "item_rpg_round" "3" "origin" "2 118 51" editor { "color" "220 30 220" "visgroupshown" "1" "visgroupautoshown" "1" } }
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To give a npc a weapon you must have cheats on then type in console npc_create_equipment weapon_ar2 (or any other weapon name)
then type in console npc_create_npc_alyx (or whatever npc you want to have the gun)
And i don't think your second question would be appropriate because noobs could just push you out of the space ship on js_zero.
then type in console npc_create_npc_alyx (or whatever npc you want to have the gun)
And i don't think your second question would be appropriate because noobs could just push you out of the space ship on js_zero.
say what? im asking about how to make the game_player_equip entity trigger when a player goes through a certain place(hidden wall or whatever)[JSC]_PREDATOR wrote:To give a npc a weapon you must have cheats on then type in console npc_create_equipment weapon_ar2 (or any other weapon name)
then type in console npc_create_npc_alyx (or whatever npc you want to have the gun)
And i don't think your second question would be appropriate because noobs could just push you out of the space ship on js_zero.
and how to make a "push" effect for my portals so when a player steps in the corridor he dosent have to manually walk through the corridor to the portal but is instead pushed through it.
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