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he_city_b1
That's right, I've done a quick little nade map!
You are probably aware of the bug in fy_ maps that make laid out weapons dissappear soon after a new round starts... Well, I made a custom fgd, which uses a game_weapon_strip, trigger_multiple, and info_player_equip, and used these on these little nade boxes. Just run up to the nade box to get a nade! Lemme know what you guys think, or how I could do this better. Thanks, - DEAD Here's some screens: http://img.photobucket.com/albums/v1...e_city0005.jpg http://img.photobucket.com/albums/v1...e_city0004.jpg http://img.photobucket.com/albums/v1...e_city0003.jpg http://img.photobucket.com/albums/v1...e_city0002.jpg |
Re: he_city_b1
Please elaborate on your method, because I know someone who really needs this information. NIPPER's he_dodgeball stopped working, and he would love to know this.
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Re: he_city_b1
I added this to my base.fgd:
Code:
@PointClass base(Targetname) size(-8 -8 -8, 8 8 8) = game_player_equip : "An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment." I'll post my vmf in the filebase as I'm sure this will be asked by many. - DEAD Link: http://filebase.bots-united.com/inde...on=file&id=267 |
Re: he_city_b1
The method is quite simple and also works in HL.
The game_player_equip give the specified weapon to the activator. The player could fx. activate it through a trigger_multiple or through a button. The game_weapon_strip or player_weaponstrip(HL1) is used to take away weapons from players. |
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