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Hi. I found how to place weapon /gear directly in maps, anyway need help... Rate Topic: -----

#1 User is offline   negoziatore (old) Icon

Posted 05 June 2009 - 08:34 PM

Hi, i'm an old mapmaker. I use gtk radiant.

If u want to put a pickupable silencer in your map (almost like u pickup weapon and ammo in q3a) follow this: in gtkradiant create an entity with the followings lines:

classname ut_item_silencer
gametype 073

(or gametype u wish)

and voilà, a silencer will land there where u placed it. U can build team armory in your map in this way. This means that u would have: primary secondary pistol kevlar laser, then u pick up the silencer or tac goggles or laser sight or medikit or helmet or all of these (there r codes for each dem).

The problem is: u can place weapons too, but d don't have any bullet in the loaders (this means for HE too, nades show up in the map but if u pick em, u have zero nades to throw), so i think there is a "key / value" that allows to charge the weapon. Any urt programmer can help? tnx.

This would help me to build a d-day style map, with almost (hope) unlimited mortars as granate for hk69 and unlimited bullets for negev as mg42.

tnx ^_^

#2 User is offline   FS TwentySeven Icon

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Posted 05 June 2009 - 10:31 PM

I... I.. Had no idea this was in there!
Lol.

#3 User is offline   .um H3NRY Icon

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Posted 05 June 2009 - 10:48 PM

HEY!!  i was asking about this a long time ago and everyone said it was impossible...  i see how you are guys :)

#4 User is offline   negoziatore (old) Icon

Posted 06 June 2009 - 12:12 AM

Quote

HEY!!  i was asking about this a long time ago and everyone said it was impossible...  i see how you are guys :)


i no anyone said it was impossible, now no more... ;)

to find other classnames for gears and weapon, u can follow my same way: run a dedicated server, then run a client on the same machine; enter the game (connect localhost), once in the map discharge weapons and gears then pick'em up again (server console will log everything). Then exit and read the console, u will find each classname u need (ex. ut_weapon_g36 ).
Seems that additional loaders can't be placed to pickup (since u can't discharge dem), i'll look better...

#5 User is online   QA Delirium Icon

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Posted 06 June 2009 - 03:13 AM

holy shit...

Nice find!

#6 User is offline   [=NSB=] Muffie Icon

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Posted 06 June 2009 - 07:41 AM

HAHHA nice, could make for some interesting maps

grenade dispensing Cola machine

#7 User is offline   Yas Icon

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Posted 06 June 2009 - 02:57 PM

rofl, that is awesome. if you work out ammo, that'd be great.
how is ammo handled from dropped weapons at the moment? cos you can pick up weapons with half used ammo mags.

#8 User is offline   Hayame Icon

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Posted 06 June 2009 - 03:06 PM

Quote

HAHHA nice, could make for some interesting maps

grenade dispensing Cola machine




hah! how epic,

#9 User is offline   .um H3NRY Icon

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Posted 06 June 2009 - 03:30 PM

27, give us the ammo codes :)

#10 User is offline   negoziatore (old) Icon

Posted 06 June 2009 - 05:13 PM

try to connect to my server 79.40.186.85
i did a small map (warbase25) with a small gear armory ;) Then there r 2 surprises... i did some mg42-like mechanism ;)
there r 2 maps on my server, warbase24 and warbase25 (both mine). On warbase25 I adopt the new findings, the other one is older but look quite good ;););)

#11 User is online   QA Delirium Icon

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Posted 08 June 2009 - 04:36 AM

/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
Grenade Launcher ammo. Gives the player 5 by default.
-------- KEYS --------
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 (default 0 - see Notes).
count: sets the amount of ammo given to the player when picked up (default 5).
team : set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
target : picking up the item will trigger the entity this points to.
targetname : a target_give entity can point to this for respawn freebies.
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
notbot : used to make an item invisible for bot attraction.
-------- SPAWNFLAGS --------
SUSPENDED : item will spawn where it was placed in map and won't drop to the floor.
-------- NOTES --------
The amount of time it takes for an item in the team to respawn is determined by the "wait" value of the item that was picked up previously. So if one of the items in the team has it's "wait" key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.

When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/powerups/ammo/grenadeam.md3"*/


taken from the quake .def you could test with this line

count: sets the amount of ammo given to the player when picked up (default 5).

#12 User is offline   .um H3NRY Icon

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Posted 08 June 2009 - 04:53 AM

that works del!!    awesome..
now we can do a TS map with armories XD

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Posted 08 June 2009 - 05:07 AM

this is what you can add to the end of your urbanterror.def
so you can use the entities in your GTK
//====================
// Haxxy item/weapon drop trick
//====================

/*QUAKED ut_item_silencer (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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)
*/

/*QUAKED ut_item_nvg (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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)
*/

/*QUAKED ut_item_vest (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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)
*/

/*QUAKED ut_item_laser (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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)
*/

/*QUAKED ut_item_medkit (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
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
-------- 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)
*/

/*QUAKED ut_item_helmet (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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)
*/

/*QUAKED ut_weapon_g36 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_spas12 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_beretta (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_grenade_he (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_knife (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_ak103 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_mp5k (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_deagle (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_grenade_smoke (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_lr (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_ump45 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_hk69 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_psg1 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_sr8 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_negev (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/

/*QUAKED ut_weapon_m4 (0.3 0.9 0.4)(-5 -5 -5) (5 5 5) 
-------- 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
-------- 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
*/


the bullets thing works too

#14 User is offline   N00b| Mr.Siim Icon

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Posted 08 June 2009 - 06:49 AM

Just :o its unbelivable cant wait to see it in game :P

#15 User is offline   negoziatore (old) Icon

Posted 08 June 2009 - 08:03 AM

I cannot wait, i build a map today... :)

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