Highly customizable item that can be stored in player inventory based on visual interface, and applies bunch of optional effects on players. Item_inventory contains a lot of trigger conditions. It's possible to make other entities require specific item, abort to have an item, force to drop item e.t.c. You can also make this item useable at player's will from inventory menu (self-activation). This is how you can implement gas masks, invincibility, speed boots, healing potions, keys to locked doors, remote controllers, capture the flag, air tanks and many more! Those entities are fully integrated with item_inventory, each including inventory related keyvalues:
Keyvalues
"Solid Setting", solid : Determines item solidity. 'Hollow' disables solidity completely. 'Touch on Edge, non-blocking' is default setting that makes
"Skin", skin: Model skin to use, if model have multiple skins. "Body", body:Model body to use, if model have multiple bodies. "Sequence Name", sequencename:Default model sequence name to set. "Animation Sequence (Number)", sequence:Change model sequence by specifying it's number. "Scale Model", scale:Model size scale, higher values for bigger model. Hull is resized as well. "Custom min hullsize (X Y Z)", minhullsize :If set, this will overwrite the monster's default minimum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin."Custom max hullsize (X Y Z)", maxhullsize :If set, this will overwrite the monster's default maximum hullsize. Minimum and maximum hullsize form a solid cuboid which define the monster's collision hull. Think of them as two span-vectors originating from the monster's origin. "Sound Replacement File", soundlist :Set the path to a sound replacement file for the item. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are seperated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity. "Item name", item_name: Name of the item to refer to. This is not a tagetname. You can trigger this item by a targetname and you can refer to this item "Item group name", item_group: You can assign this item to group. You can refer to item group from other item-related keyvalues as well. "Display name (HUD)", display_name: It's a display name of item that show up at the inventory menu window. "Description (HUD)", description: It's a description of the item player can read at the the inventory menu window.
Name of the sprite file to use as item hud icon. Provide the full file name and path relative to the 'sprites' directory.
"Collection limit", collect_limit:How many item duplicates player can hold in his inventory. '0' for no limit."Item weight", weight:Item weight. The limit for all items in inventory is '100', Over that value player cannot pick up more items. Only enitites with given name(s) can pick up this item. "Collect: Entity class names", filter_classnames:Optional filter. Only entities with given class(es) can pick up this item. "Collect: Teams", filter_teams:
"Collect: NPC classifications", filter_npc_classifications:
"Collect: Need item(s)", item_name_required:
"Collect: Need item(s) from group(s)", item_group_required:
"Collect: Item count in group need have", item_group_required_num:
"Collect: Item(s) moved", item_name_moved: Allow to pick up this item only when specified item_inventory wasn't relocated yet (and is not in someone's inventory). "Collect: CAN'T have item", item_name_canthave:
"Collect: CAN'T have item from group", item_group_canthave:
"Collect: Item count in group CAN'T have", tem_group_canthave_num: Total number of items that are part of specified group(s) that prevents from picking up this item from a ground. "Collect: Item(s) NOT moved", item_name_not_moved: Allow to pick up this item only when specified entities (of item_inventory class) has been moved from it's starting position. "Carried: Hide item (3rd person)", carried_hidden: Hide item from 3rd person view. When 'No' is selected, the item model is floating above player head when equipped. "Carried: Skin", carried_skin: Change models' skin of carried item (only when it's not hidden). "Carried: Body", carried_body:Change models' body of carried item (only when it's not hidden). "Return: Wait", return_timelimit:
"Return: Delay respawn (materialisation)", return_delay_respawn:
"Holder: Hold time limit", holder_timelimit:
"Holder: Delay between self-activations", holder_time_activate_wait: If 'Holder:Allowed to self-activate' is set to 'Yes', this is a delay between which player can activate this item. "Holder: Wearing out trigger time", holder_time_wearout: Time before 'Hold time' reach it's limit to trigger target specified in 'Target: On wearing out' keyvalue. If you set it to e.g. 4, "Holder: Allowed to self-activate", holder_can_activate: Set it to 'Yes' allows players to activate this item by themselfes from inventory menu. "Holder: Hold time limit doesn't start until item activated", holder_timelimit_wait_until_activated: If set to 'Yes', hold time limit doesn't start until item is activated by player through inventory menu. "Holder: Allowed to drop", holder_can_drop: Determines whenever item can be dropped manually by player from within inventory menu. "Holder: Keep item on death", holder_keep_on_death:
"Holder: Keep item on respawn", holder_keep_on_respawn: Self-explanatory. Remember that player can also lose his item on death, if "Keep item on death" is set to 'No', the player won't keep this item. "Target: On collect [self/team/others]", target_on_collect<_team/_other>
"Target: On can't collect [self/team/others]", target_cant_collect<_team/_other>:
"Target: On drop [self/team/others]", target_on_drop<_team/_other>: Fire specified target(s) when item is dropped (by player or trigger). "Target: On can't drop [self/team/others]", target_cant_drop<_team/_other>: Fire specified target(s) when attempting to drop an item is unsuccessful. "Target: On self-activate [self/team/others]", target_on_activate<_team/_other>: Fire specified target(s) when player activate item from inventory menu, only if 'Allowed to self-activate' is set to 'Yes'. "Target: On can't self-activate [self/team/others]", target_cant_activate<_team/_other>: If 'Allowed to self-activate' is set to 'Yes' and item activation limit hit 0, this is a target to fire when player attempts "Target: On use by trigger [self/team/others]", target_on_use<_team/_other>: Fire specified target(s) when item is used by trigger.
Fire specified target(s) when item's 'Wearing out trigger time' ends (which must be greater than 0 but less than 'Hold time limit' value), see 'Holder: Wearing out trigger time' above for more info. "Target: On return [self/team/others]", target_on_return<_team/_other>: Fire specified target(s) when item returns to his starting position.
Fire specified target when item gets materialised after a drop or return.
Fire specified target when item gets destroyed by environment. "Effect: Wait until item is self-activated?", effects_wait_until_activated:
"Effect: Permanent?", effects_permanent: Specify if effects below effect applied on player are permanent ('Yes') or temporary ('No'). If option 'No' is chosen, the effects ends after "Hold Time Limit" is hit, and if 'Yes' is selected, effect ends after respawn. "Effects: Glow shell color (R G B)", effect_glow: Color of glow shell effect to apply. '0 0 0' for none.
Prevent player from using weapons ('Yes'/'No'). "Effects: Invulnerable", effect_invulnerable:Makes player invulnerable ('Yes'/'No'). "Effects: Invisible", effect_invisible:
"Effects: Non-solid", effect_nonsolid:
"Effects: +/- time before drown", effect_respiration:
"Effects: Friction modifier (%)", effect_friction: Percent of friction to change on player. "Effects: Gravity modifier (0%+)", effect_gravity:
"Effects: Speed modifier (%)", effect_speed: Percent of speed to change on player. Weapon_minigun does not affect this value. "Effects: Damage modifier (%)", effect_damage:
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