The HUD is complete (actually, I forgot to add key display, will do that later).

All weapon pickup models have been added in. Modeldef has been subdivided to make things easier for me.
This commit is contained in:
Marisa the Magician 2018-05-23 01:48:29 +02:00
commit 7e38cfddd8
81 changed files with 3060 additions and 2302 deletions

View file

@ -1,4 +1,4 @@
Class Tier6Ammo : RandomSpawner replaces Cell
Class Tier6Ammo : RandomSpawner2 replaces Cell
{
Default
{
@ -6,7 +6,7 @@ Class Tier6Ammo : RandomSpawner replaces Cell
DropItem "RifleAmmo2", 255, 1;
}
}
Class Tier6Ammo2 : RandomSpawner replaces CellPack
Class Tier6Ammo2 : RandomSpawner2 replaces CellPack
{
Default
{
@ -15,7 +15,7 @@ Class Tier6Ammo2 : RandomSpawner replaces CellPack
}
}
Class Tier6Weapon : RandomSpawner replaces PlasmaRifle
Class Tier6Weapon : RandomSpawner2 replaces PlasmaRifle
{
Default
{
@ -31,9 +31,9 @@ Class MiniAmmo : UTAmmo
Tag "Large Bullets";
Inventory.PickupMessage "You picked up 50 bullets.";
Inventory.Amount 50;
Inventory.MaxAmount 200;
Inventory.MaxAmount 199;
Ammo.BackpackAmount 100;
Ammo.BackpackMaxAmount 400;
Ammo.BackpackMaxAmount 199;
Ammo.DropAmount 50;
UTAmmo.UsedInSlot AMMO_SLOT2|AMMO_SLOT7;
}
@ -53,10 +53,19 @@ Class Minigun : UTWeapon
Inventory.PickupMessage "You got the Minigun.";
Weapon.UpSound "";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 3;
Weapon.AmmoType "MiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "MiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 50;
}
States
{
Spawn:
MGNP A -1;
Stop;
MGNP B -1;
Stop;
}
}