Difference between revisions of "Entities:UT"
m |
|||
Line 116: | Line 116: | ||
== ut_weapon_ak103 == | == ut_weapon_ak103 == | ||
The AK103 | The AK103 | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_beretta == | ||
+ | The Beretta | ||
+ | -------- KEYS -------- | ||
+ | count: sets the amount of ammo given to the player when picked up (default 0). | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | A count has to be set in order for ammo to be in the weapon when picked up | ||
+ | the count system is very weird and I am unable to figure out how it works, | ||
+ | but here are some usefull numbers | ||
+ | count of 30 = 30 bullets 0 clips | ||
+ | count of 500 = 30 bullets 1 clip | ||
+ | count of 1000 = 30 bullets 2 clips | ||
+ | |||
+ | == ut_weapon_bomb == | ||
+ | The Bomb from bombmode - only works in Bombmode, in CTF for example you can pick it up but can't activate them. | ||
+ | -------- KEYS -------- | ||
+ | gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 | ||
+ | wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). | ||
+ | random : random time variance in seconds added or subtracted from "wait" delay | ||
+ | angle: direction in which model will be oriented. | ||
+ | target : this points to the entity to activate. | ||
+ | targetname : activating trigger points to this. | ||
+ | -------- Q3MAP2 KEYS -------- | ||
+ | angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0). | ||
+ | -------- SPAWNFLAGS -------- | ||
+ | spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0) | ||
+ | -------- Notes -------- | ||
+ | Multiple bombs in a map would be interesting.... | ||
+ | |||
+ | == ut_weapon_deagle == | ||
+ | The Desert Eagle | ||
-------- KEYS -------- | -------- KEYS -------- | ||
count: sets the amount of ammo given to the player when picked up (default 0). | count: sets the amount of ammo given to the player when picked up (default 0). |
Revision as of 09:12, 21 August 2011
Contents
ut_item
ut_item_extraammo
Give you 2 clips by running over this item.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
NOTES --------
It looks in the Radiant and in Game like a Helmet.
ut_item_helmet
The normal helmet.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_laser
The laser for some Weapons
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_medkit
The medkit to heal other players.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_nvg
The Tacitcal Goggles.
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_silencer
The silencer for some Weapons
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_item_vest
The kevlarvest
KEYS --------
gametype : Specifies gametypes for the item to be in in. If this key is not used, the item will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
ut_mrentry
Spawn location for the CTF Spawn Room Sentry Cannon. A very effective Spawnkiller-killer
KEYS --------
team : Team that Mr. Sentry belongs to. Will eliminate opposing team members within range (SEE NOTES). ("red" or "blue") angle : Inital and idle angle for the turret. Generally point this at or near the Spawn Room doors for highest effectiveness. gametype : gametypes to have Mr. Sentry appear in, list types in this format: 01234
NOTES --------
Mr. Sentry is designed to be used in conjunction with CTF Spawn Rooms (see the Notes on the func_door entity) to prevent enemy team players from surviving if they enter the opposing team's spawn room. Even though the properly set up doors will generally prevent this, Mr. Sentry also has one other function. It will kill any Flag Carrier that enters it's range no matter what team that player is on. This will prevent players from grabbing the flag and retreating the the complete safety of their Spawn Room and waiting out the rest of the map time with the flag. For the anti-flag-camp feature to work properly, the entire spawn room must be enclosed with a 'nodrop' (a brush with the 'nodrop' texture on all sides). If this brush (or group of brushes) isn't placed, then Mr. Sentry will kill the Flag Carrier, and the flag will remain at that location, which is bad.
ut_weapon
ut_weapon_ak103
The AK103
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_beretta
The Beretta
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips
ut_weapon_bomb
The Bomb from bombmode - only works in Bombmode, in CTF for example you can pick it up but can't activate them.
KEYS --------
gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
Multiple bombs in a map would be interesting....
ut_weapon_deagle
The Desert Eagle
KEYS --------
count: sets the amount of ammo given to the player when picked up (default 0). gametype : Specifies gametypes for the weapon to be in in. If this key is not used, the weapon will be in all gametypes. List types in this format: 01234 wait : time in seconds before item respawns after being picked up (default 40, -1 = never respawn). random : random time variance in seconds added or subtracted from "wait" delay angle: direction in which model will be oriented. target : this points to the entity to activate. targetname : activating trigger points to this.
Q3MAP2 KEYS --------
angles : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
SPAWNFLAGS --------
spawnflags : set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor. (default 0)
Notes --------
A count has to be set in order for ammo to be in the weapon when picked up the count system is very weird and I am unable to figure out how it works, but here are some usefull numbers count of 30 = 30 bullets 0 clips count of 500 = 30 bullets 1 clip count of 1000 = 30 bullets 2 clips