addin weapons Created 19 years ago2004-07-11 00:07:15 UTC by ragnarok ragnarok

Created 19 years ago2004-07-11 00:07:15 UTC by ragnarok ragnarok

Posted 19 years ago2004-07-11 00:07:15 UTC Post #40340
hi everyone. i was jus wondering how you whould make it so in my map there are already guns on floor for the players to pick up. im making an aim_ map right now and thats all that i have to do still. thanks for the help guys
Posted 19 years ago2004-07-11 00:09:31 UTC Post #40341
armoury_entity.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-11 00:14:34 UTC Post #40343
how do i make it so its got usp's and glocks
Posted 19 years ago2004-07-11 00:21:55 UTC Post #40344
You can only place the weapons that it specifies. So, unless the usp and glock are listed, you can't.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-11 00:24:05 UTC Post #40345
aww in this one map aim_map_usp it had it so evey person had a usp. i think they did it by having the usps fall above the players and they automaticly picked em up. do you know how to do that?
Posted 19 years ago2004-07-11 00:24:57 UTC Post #40346
Should work if you go into advanced mode and add one that says weapon_usp or weapon_glock18 then the pistols should be there
Posted 19 years ago2004-07-11 00:34:51 UTC Post #40349
how do i go in advance mode?
Posted 19 years ago2004-07-11 00:35:14 UTC Post #40350
theres a button for it on the properties menu
Posted 19 years ago2004-07-11 00:39:30 UTC Post #40351
Ah, that's right. Just click the smartedit button and then you can input weapon_usp or weapon_glock18. Or, you could rewrite the FGD file to handle extra weapons.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-11 00:40:51 UTC Post #40352
i dont see it. all i see in the properties box is:
tabs:
class info
flags
VisGroup

inside class info:
class (armory_entity)
atributes (item, count)
a button called smart edit
angle

and thats it
Posted 19 years ago2004-07-11 00:44:16 UTC Post #40353
so for value id just put "weapon_usp" or "weapon_glock18"
Posted 19 years ago2004-07-11 00:46:52 UTC Post #40355
In the properties box, just click in the little drop down window for the weapon selection, delete anything there, and type weapon_usp or glock18. Ignore any "unused keyvalues" errors you may get.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-11 00:52:59 UTC Post #40356
this is what i did:
weapon_mp5 was in the box so i deleted that and typed in weapon_usp right then i compiled and all that went into the game and it was still an mp5
Posted 19 years ago2004-07-11 01:00:29 UTC Post #40360
Posted 19 years ago2004-07-11 02:56:47 UTC Post #40366
Then it doesn't work.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-11 06:10:10 UTC Post #40372
noobs..

any fool could have told you that

to equip pistols when you start you need either numerous trigger_once entities or a multi_manager set up

to input the name of a pistol you turn Smart Edit OFF and click add, the key is : weapon_pistol name, value is amount of clips that come with the gun.

the amount of times i've typed this is insane, one more time, the LAST TIME

entities:
multi_manager
player_weaponstrip
game_playerequip

name the multi_manager game_playerspawn
add new keys like strip, pistol
name the weaponstrip entity strip (or anything that corresponds with your multi_manager)
name the playerequip pistol, and set it's values thusly:
give knife : yes
item kevlar: yes/no .. your choice, always fun without :P
then turn off smart edit and add a new key of:
key: (depending on what pistol:) weapon_usp/weapon_glock18/weapon_deagle/weapon_fiveseven/weapon_elites/weapon_p228
value: 1 - 10 (higher number gives max ammo, generally speaking)

with the game_playerequip you can give all three nades as well. also you can equip the player with more than one pistol, but beware, don't go nuts or you will have a buggy map. two pistols works nicely, any more and you'd better have a stable entity set up or be prepared for some crashes :P
Posted 19 years ago2004-07-11 06:12:00 UTC Post #40374
ps.

the values in the multi_manager for the strip/pistol keys' need to be something like 0.1 for strip, then 0.2 for pistol. you must strip before you equip
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