item_armor2 (Team Fortress Classic) Last edited 15 years ago2008-06-11 08:13:49 UTC

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Point Entity

The item_armor2 entity is an easy way to create armour in spawn rooms without bothering with the hassle of info_tfgoals. The appearance, function, and behavior of the three different armor entities is generally the same, the only major differences being the color of the armor and the amount of armor points given out.<BR>

All item_armorx entities automatically detect whether the player activating them actually needs armor (if not, it's not activated), and respawn in Respawn Delay (respawn_delay) seconds. They automatically give metal to the engineer if necessary # the amount of metal given is equal to whatever is left after the armor itself has been given out (for example, if the Engineer has 40/50 armor, and touches an item_armor1, he will receive 10 armor and 15 metal).

Attributes

[list]
[li]1 = Active If you set this value to Active, the goal will perform its action as soon as the map loads (even before players have joined), and then move to the Inactive state unless it is set to stay active.[/li]
[li]Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.[/li]
[li]Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.[/li]
[li]Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.[/li]
[li]If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.[/li]
[li]If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.[/li]
[li]If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.[/li]
[li]If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.[/li]
[li]If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.[/li]
[li]If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.[/li]
[li]If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.[/li]
[li]If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.[/li]
[li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Entity reference name (for logging) (netname)[/li]
[li]Goal # (goal_no)[/li]
[li]Goal group # (group_no)[/li]
[li]Name (targetname) (targetname)[/li]
[li]Team allowed to use item (team_no)[/li]
[li]Player class allowed to use item (playerclass)[/li]
[li]Has item from group# (h_i_g)[/li]
[li]Respawn delay (respawn_delay)[/li]
[li]Armor Class (armorclass)[/li]
[li]Angular Velocity (PYR) (avelocity)[/li]
[/list]

Flags

Inputs

Outputs

Notes

Comments

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