Ammo

Discussion in 'Mapping Questions & Discussion' started by Mr. Tid, Aug 7, 2009.

  1. Mr. Tid

    Mr. Tid L1: Registered

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    Is it possible to make it so a trigger works like a func_regenerate one, but with ammo only? I don't want the ammo item box there either though.
     
  2. Terr

    aa Terr Cranky Coder

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    AFAIK no.

    If you do find a way (a berjillion invisible ammo boxes?) make sure it looks visually distinct from a normal resupply so players aren't confused.
     
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  3. Psy

    aa Psy The Imp Queen

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    You could always try spawning an ammopack via a point_template.
     
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  4. Mr. Tid

    Mr. Tid L1: Registered

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    Those are good ideas, I am new to this whole thing. To clarify, to make the ammo boxes invisible, would I just tell it not to render?
     
  5. Terr

    aa Terr Cranky Coder

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    I'm not sure if you can, but Psy's way might work: Set up a small trigger volume and whenever anyone enters, spawn an ammopack.

    'Course, if the person is already at full ammo, they might linger around if there's no way to remove them.
     
  6. Westerhound

    Westerhound L5: Dapper Member

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    Make a trigger multiple, and make it spawn an ammobox inside when playerwalks in the trigger. You can see the barely see the box in the time, or then you make a invisible texture for the box
     
  7. TracerDX

    TracerDX L3: Member

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    To solve the full ammo problem, input Kill to the ammobox like 5ms later. It would show up for maybe one frame.
     
  8. Terr

    aa Terr Cranky Coder

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    Maybe you can also spawn the ammobox under the floor the user is standing on, just high enough to be "picked up", not enough that you can see more than a pixel or two...
     
  9. Mr. Tid

    Mr. Tid L1: Registered

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    Alright these ideas are all pretty good, I didn't think to just kill it after a couple of ms.