1290 lines
64 KiB
XML
1290 lines
64 KiB
XML
<?xml version="1.0"?>
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<classes>
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<!--
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// Urban Terror weapon and item entity definition file for Radiant
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// urtobjects.ent optimised for NetRadiant Custom
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// Updated by quak
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// Last Updat: 2022-01-12
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// Based on ut_item_drop.def by Delirium
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// General changes:
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// Adds missing/new weapons
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// Updated 'count' key info and apropriate quick selections to get the useful numbers
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// Updated to xml for improved function with nrc
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-->
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<!--
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Lists
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-->
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<list name="clip4Index">
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<item name="Empty or Other" value="0"/>
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<item name="Loaded + 0 clips" value="100"/>
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<item name="Loaded + 1 clips" value="300"/>
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<item name="Loaded + 2 clips" value="600"/>
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<item name="Loaded + 3 clips" value="800"/>
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<item name="Loaded + 4 clips" value="1100"/>
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</list>
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<list name="negevIndex">
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<item name="Empty or Other" value="0"/>
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<item name="Loaded + 0 clips" value="100"/>
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<item name="Loaded + 1 clips" value="500"/>
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<item name="Loaded + 2 clips" value="1000"/>
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</list>
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<list name="p90Index">
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<item name="Empty or Other" value="0"/>
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<item name="Loaded + 0 clips" value="100"/>
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<item name="Loaded + 1 clips" value="500"/>
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<item name="Loaded + 2 clips" value="750"/>
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<item name="Loaded + 3 clips" value="1000"/>
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<item name="Loaded + 4 clips" value="1500"/>
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</list>
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<list name="clip6Index">
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<item name="Empty or Other" value="0"/>
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<item name="Loaded + 0 clips" value="100"/>
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<item name="Loaded + 1 clips" value="300"/>
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<item name="Loaded + 2 clips" value="600"/>
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<item name="Loaded + 3 clips" value="800"/>
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<item name="Loaded + 4 clips" value="1100"/>
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<item name="Loaded + 5 clips" value="1300"/>
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<item name="Loaded + 6 clips" value="1600"/>
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</list>
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<list name="nadeIndex">
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<item name="0 Nades" value="0"/>
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<item name="1 Nades" value="1"/>
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<item name="2 Nades" value="2"/>
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</list>
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<!--
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//=============================================================================
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// Items
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//=============================================================================
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-->
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<point name="ut_item_silencer" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/m4/m4_silencer.md3">
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Silencer item
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_laser" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/m4/m4_laser.md3">
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Laser
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_nvg" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/nvg.md3">
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Nightvision
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_medkit" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/gear/backpack.md3">
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Medpack
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_vest" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/vest.md3">
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Kevalr
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_helmet" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/helmet.md3">
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Helmet
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_apr" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/helmet.md3">
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Exploding Monkey item - No effect on game?
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_item_extraammo" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/players/athena/helmet.md3">
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Extra Ammo - Can be used to refil ammo when picked up ingame.
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-------- NOTES --------
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- Ammo from this can go over normal max!
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- Refils ammo for all weapons
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- Only refils from weapons normaly affected by the Extra Ammo Item
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- Will look like a helmet ingame but works fine
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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// Weapons - Primary - Auto
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//=============================================================================
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-->
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<point name="ut_weapon_g36" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/g36/g36.md3">
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-------- NOTES --------
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A count has to be set in order for ammo to be in the weapon when picked up
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The count system is very weird!!!
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But here are some usefull numbers:
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count of 30 or less = x bullets 0 clips
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count of 300 = 30 bullets 1 clip
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count of 600 = 30 bullets 2 clip
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count of 800 = 30 bullets 3 clips
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count of 1100 = 30 bullets 4 clips
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
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<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_weapon_ak103" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/ak103/ak103.md3">
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-------- NOTES --------
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A count has to be set in order for ammo to be in the weapon when picked up
|
|
The count system is very weird!!!
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|
But here are some usefull numbers:
|
|
count of 30 or less = x bullets 0 clips
|
|
count of 300 = 30 bullets 1 clip
|
|
count of 600 = 30 bullets 2 clip
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|
count of 800 = 30 bullets 3 clips
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|
count of 1100 = 30 bullets 4 clips
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|
-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
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|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
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|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
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|
Team Deathmatch 3
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|
Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_weapon_lr" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/zm300/lr.md3">
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-------- NOTES --------
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|
A count has to be set in order for ammo to be in the weapon when picked up
|
|
The count system is very weird!!!
|
|
But here are some usefull numbers:
|
|
count of 30 or less = x bullets 0 clips
|
|
count of 300 = 30 bullets 1 clip
|
|
count of 600 = 30 bullets 2 clip
|
|
count of 800 = 30 bullets 3 clips
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|
count of 1100 = 30 bullets 4 clips
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|
-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
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|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_m4" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/m4/m4.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 30 or less = x bullets 0 clips
|
|
count of 300 = 30 bullets 1 clip
|
|
count of 600 = 30 bullets 2 clip
|
|
count of 800 = 30 bullets 3 clips
|
|
count of 1100 = 30 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_negev" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/negev/negev.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 90 = 90 bullets 0 clips
|
|
count of 500 = 90 bullets 1 clip
|
|
count of 1000 = 90 bullets 2 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<negevIndex key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</negevIndex>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
// Weapons - Primary - Single
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_sr8" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/sr8/sr8.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 5 or less = x bullets 0 clips
|
|
count of 300 = 5 bullets 1 clip
|
|
count of 600 = 5 bullets 2 clip
|
|
count of 800 = 5 bullets 3 clips
|
|
count of 1100 = 5 bullets 4 clips
|
|
count of 1300 = 5 bullets 5 clips
|
|
count of 1600 or more = 5 bullets 6 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_psg1" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/psg1/psg1.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 5 or less = x bullets 0 clips
|
|
count of 300 = 5 bullets 1 clip
|
|
count of 600 = 5 bullets 2 clip
|
|
count of 800 = 5 bullets 3 clips
|
|
count of 1100 = 5 bullets 4 clips
|
|
count of 1300 = 5 bullets 5 clips
|
|
count of 1600 or more = 5 bullets 6 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_frf1" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/frf1/frf1.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 8 or less = x bullets 0 clips
|
|
count of 300 = 8 bullets 1 clip
|
|
count of 600 = 8 bullets 2 clip
|
|
count of 800 = 8 bullets 3 clips
|
|
count of 1100 = 8 bullets 4 clips
|
|
count of 1300 = 8 bullets 5 clips
|
|
count of 1600 or more = 8 bullets 6 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_hk69" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/hk69/hk69.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 1 = 1 bullets 0 clips
|
|
count of 300 = 1 bullets 1 clip
|
|
count of 600 = 1 bullets 2 clip
|
|
count of 800 = 1 bullets 3 clips
|
|
count of 1100 = 1 bullets 4 clips
|
|
count of 1300 = 1 bullets 5 clips
|
|
count of 1600 or more = 1 bullets 6 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
// Weapons - Secondary
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_mp5k" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/mp5k/mp5k.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 30 or less = x bullets 0 clips
|
|
count of 300 = 30 bullets 1 clip
|
|
count of 600 = 30 bullets 2 clip
|
|
count of 800 = 30 bullets 3 clips
|
|
count of 1100 = 30 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_ump45" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/ump45/ump45.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 30 or less = x bullets 0 clips
|
|
count of 300 = 30 bullets 1 clip
|
|
count of 600 = 30 bullets 2 clip
|
|
count of 800 = 30 bullets 3 clips
|
|
count of 1100 = 30 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_mac11" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/mac11/mac11.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 32 or less = x bullets 0 clips
|
|
count of 300 = 32 bullets 1 clip
|
|
count of 600 = 32 bullets 2 clip
|
|
count of 800 = 32 bullets 3 clips
|
|
count of 1100 = 32 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_p90" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/p90/p90.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 50 or less = x bullets 0 clips
|
|
count of 500 = 50 bullets 1 clip
|
|
count of 750 = 50 bullets 2 clip
|
|
count of 1000 = 50 bullets 3 clips
|
|
count of 1500 = 50 bullets 4 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<p90Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</p90Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_spas12" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/spas12/spas12.md3">
|
|
-------- 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 stupid...
|
|
But here are some usefull numbers
|
|
count of 100 = 8 bullets 0 clips
|
|
count of 300 = 8 bullets 1 clip
|
|
count of 600 = 8 bullets 2 clips
|
|
And so on... Except it's not perfect and it skips some clip amounts...... Enjoy!
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<integer key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_benelli" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/benellim9/benellim9.md3">
|
|
-------- 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 stupid...
|
|
But here are some usefull numbers
|
|
count of 100 = 8 bullets 0 clips
|
|
count of 300 = 8 bullets 1 clip
|
|
count of 600 = 8 bullets 2 clips
|
|
And so on... Except it's not perfect and it skips some clip amounts...... Enjoy!
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<integer key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
// Weapons - Side Arm
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_deagle" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/deserteagle/deagle.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 7 or less = x bullets 0 clips
|
|
count of 300 = 7 bullets 1 clip
|
|
count of 600 = 7 bullets 2 clip
|
|
count of 800 = 7 bullets 3 clips
|
|
count of 1100 = 7 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_beretta" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/beretta/beretta.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 15 or less = x bullets 0 clips
|
|
count of 300 = 15 bullets 1 clip
|
|
count of 600 = 15 bullets 2 clip
|
|
count of 800 = 15 bullets 3 clips
|
|
count of 1100 = 15 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_magnum" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/44magnum/44magnum.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 6 or less = x bullets 0 clips
|
|
count of 300 = 6 bullets 1 clip
|
|
count of 600 = 6 bullets 2 clip
|
|
count of 800 = 6 bullets 3 clips
|
|
count of 1100 = 6 bullets 4 clips
|
|
count of 1300 = 6 bullets 5 clips
|
|
count of 1600 or more = 6 bullets 6 clips [Max]
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip6Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip6Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_colt1911" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/colt1911/colt1911.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 10 or less = x bullets 0 clips
|
|
count of 300 = 10 bullets 1 clip
|
|
count of 600 = 10 bullets 2 clip
|
|
count of 800 = 10 bullets 3 clips
|
|
count of 1100 = 10 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_glock" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/glock/glock.md3">
|
|
-------- 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!!!
|
|
But here are some usefull numbers:
|
|
count of 12 or less = x bullets 0 clips
|
|
count of 300 = 12 bullets 1 clip
|
|
count of 600 = 12 bullets 2 clip
|
|
count of 800 = 12 bullets 3 clips
|
|
count of 1100 = 12 bullets 4 clips
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<clip4Index key="count" name="Count" value="0">sets the amount of ammo given to the player when picked up (default 0).</clip4Index>
|
|
<integer key="count" name="Count">Free pick slot for those who understands this madness.</integer>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
// Weapons - Nades
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_grenade_he" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/grenade/grenade.md3">
|
|
-------- 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!!! But makes sens for nades:
|
|
count of 0 = 0 nades
|
|
count of 1 = 1 nades
|
|
count of 2 = 2 nades
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<nadeIndex key="count" name="Count">sets the amount of ammo given to the player when picked up (default 0).</nadeIndex>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
|
//=============================================================================
|
|
-->
|
|
|
|
<point name="ut_weapon_grenade_smoke" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/grenade/grenade.md3">
|
|
-------- 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!!! But makes sens for nades:
|
|
count of 0 = 0 nades
|
|
count of 1 = 1 nades
|
|
count of 2 = 2 nades
|
|
-------- KEYS --------
|
|
<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
|
|
<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
|
|
<nadeIndex key="count" name="Count">sets the amount of ammo given to the player when picked up (default 0).</nadeIndex>
|
|
<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
|
|
<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
|
|
<string key="gametype" name="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
|
|
Urban Terror gametype mappings are:
|
|
Free For All 0
|
|
Last Man Standing 1 (use FFA 0 for entities)
|
|
Team Deathmatch 3
|
|
Team Survivor 4
|
|
Assasins 5
|
|
Capture And Hold 6
|
|
Capture The Flag 7
|
|
Bomb 8
|
|
Jump Mode 9
|
|
</string>
|
|
<target key="target" name="Target">this points to the entity to activate.</target>
|
|
<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
|
|
-------- SPAWNFLAGS --------
|
|
<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
|
|
</point>
|
|
|
|
<!--
|
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//=============================================================================
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-->
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<point name="ut_weapon_grenade_flash" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/grenade/grenade.md3">
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-------- NOTES --------
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Flash nades are not actualy working!
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A count has to be set in order for ammo to be in the weapon when picked up
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the count system is very weird!!! But makes sens for nades:
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count of 0 = 0 nades
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count of 1 = 1 nades
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count of 2 = 2 nades
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<nadeIndex key="count" name="Count">sets the amount of ammo given to the player when picked up (default 0).</nadeIndex>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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// Weapons - Other
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//=============================================================================
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-->
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<point name="ut_weapon_tod50" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/tod50/tod50.md3">
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_weapon_knife" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/knife/knife.md3">
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Gives 1 knife, can not go over 5.
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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<!--
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//=============================================================================
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-->
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<point name="ut_weapon_bomb" color="0.300000 0.900000 0.400000" box="-5 -5 -5 5 5 5" model="models/weapons2/bombbag/bombbag.md3">
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-------- KEYS --------
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<angle key="angle" name="Angle">direction in which model will be oriented.</angle>
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<angles key="angles" name="Angles">Individual control of PITCH, YAW, and ROLL (default 0 0 0).</angles>
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<real key="wait" name="Wait" value="40">time in seconds before item respawns after being picked up (default 40, -1 = never respawn).</real>
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<real key="random" name="Random">random time variance in seconds added or subtracted from wait delay</real>
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<string key="gametype" name="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
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Urban Terror gametype mappings are:
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Free For All 0
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Last Man Standing 1 (use FFA 0 for entities)
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Team Deathmatch 3
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Team Survivor 4
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Assasins 5
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Capture And Hold 6
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Capture The Flag 7
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Bomb 8
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Jump Mode 9
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</string>
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<target key="target" name="Target">this points to the entity to activate.</target>
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<targetname key="targetname" name="Targetname">activating trigger points to this.</targetname>
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-------- SPAWNFLAGS --------
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<flag key="SUSPENDED" name="No Drop To Floor" bit="0">set to 1 to make suspended so the item will spawn where it was placed in map and won't drop to the floor.</flag>
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</point>
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</classes>
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