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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: How to get weapons to respawn
balmung_9
General Member
Since: Nov 15, 2004
Posts: 14
Last: Feb 14, 2005
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Level 1
Category: CoDUO Mapping
Posted: Friday, Dec. 17, 2004 03:40 am
ok im making a tdm map, i want the weapons i put in it to keep spawning after they are picked up...how do i do that [ohwell]
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Friday, Dec. 17, 2004 03:59 am
Select weapon and go into entity window and theres a box that says Respawn, click it.
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nash
General Member
Since: Jan 18, 2004
Posts: 82
Last: Apr 29, 2006
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, Dec. 21, 2004 02:08 pm
Select your mp weapon and press "n" to open entities windows

check the square "respawn"

and..if you want a delay for the respawning add this line:

key : wait

value : 30

30 is a exemple you can set wathever you want..its the respawn time !
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focio
General Member
Since: Oct 1, 2004
Posts: 119
Last: Mar 10, 2005
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Level 4
Category: CoDUO Mapping
Posted: Tuesday, Dec. 21, 2004 09:49 pm
Yeah n the time is mesured in seconds
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M3ntal
General Member
Since: Oct 25, 2004
Posts: 2
Last: Dec 27, 2004
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Level 0
Category: CoDUO Mapping
Posted: Thursday, Dec. 23, 2004 07:58 pm
Im a n00b
And i dont know how to place that line in the entity
could someone place a screenshot or tell me how to?
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RyanF
General Member
Since: Sep 30, 2004
Posts: 129
Last: Feb 25, 2005
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Level 4
Category: CoDUO Mapping
Posted: Friday, Dec. 24, 2004 02:17 am
The entity editor is extremely usefull. You can scale models, change lights color and density, worldspawn settings, etc etc.

With the entity selected just hit N . This will bring up the editor. Here's and image I grabbed from the tutorials.

Here's the tutorial i grabbed it from.

Noticed my arrows. the first box is the KEY. This is usually a feature. The line below is the VALUE. The key and the value work together.

In the pic I posted you can see it is dealing with worldspawn. If we had a model selected, it would say Classname Model. A light might have Classname Light. the program automatically decides what the classname of the object your working with. All you really have to do is assign KEYS and VALUES to alter the object.

In this threads case we are sdealing with weapon respawns. When nash says
key : wait
value : 30
He means to put (wait) in the key box and (30) in the value box.
You see key is simply telling the program what you want to do, and the value in this case is simple telling the program exactly how long you want to wait for.


Another example is in with a light.
You might have a
key: light
value: 100

In this case, by entering the key "light", I told the program I want to alter that selected light's intensity. The value of 100 is the exact intensity I want.

Each time you add a key & value, it is added to the list. Many times you can assign multiple keys to just one object. A good example of this is worldspawn.

Worldspawn is simply your enviroment in a map. Is consists of brushes surrounding your map with a sky texture on them.

The worldpawn will have several keys.

key: ambient
value: 0.25

Here I just told the program to set my abient light to 0.25, or 25%.

key: _color
value: 1 1 1

Here I just told the program I want the ambient color (_color) to be set to 1 1 1. This equates to white. 111=Red Green Blue
0 0 1 Would be pure blue. 1 0 0 would be pure red. 0.5 0.5 0.5 would be grey.

key: sunlight
value: 1

Here I told the program I want the natural sunlight to be set at 1. In other words, full sunlight.


The list goes on and on. Now the question is, how do you know what keys and values to enter???

Look at the screenshot above. When you select and object the program judges what it is. On the screenshot about halfway down, you can see a list of keys. The program will list out what keys you can use. The values are up to you.

I know it sounds a little complicated at first. Just play around for awhile.
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RyanF
General Member
Since: Sep 30, 2004
Posts: 129
Last: Feb 25, 2005
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Dec. 24, 2004 02:42 am
Here's a better picture. I only have MSPaint here at work so the quality isn't great. [ohwell]

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M3ntal
General Member
Since: Oct 25, 2004
Posts: 2
Last: Dec 27, 2004
[view latest posts]
Level 0
Category: CoDUO Mapping
Posted: Monday, Dec. 27, 2004 01:01 pm
THX!!
thats just what i needed to hear.. thx for explaining it to me.. now i can mess around with that to ;)
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