plane weapons

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shadowslayer
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plane weapons

Post by shadowslayer » Sat Nov 13, 2010 5:19 pm

i tried making weapons for my airboat plane, and it didnt work. how do u make airboats shoot stuff?[ ant, it would be appreciated if u can tell me how u got ur plane to shoot flames.]
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Re: plane weapons

Post by Ryan » Sat Nov 13, 2010 5:32 pm

I very much doubt Ant showing you his script.

http://area51servers.game-vip.com/forum ... 3&start=10
Read it all.

We use the Wiki Developers Guide for a purpose, i know you can find what you require on it, because I remember reading it.

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Re: plane weapons

Post by ant_8490 » Sat Nov 13, 2010 5:53 pm

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Re: plane weapons

Post by ßlade » Sat Nov 13, 2010 7:50 pm

yar simply bind the shoot-input, enter your plane and then phew phew phew :lol:
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Re: plane weapons

Post by shadowslayer » Fri Nov 19, 2010 3:14 pm

ok, but how do u put a keyvalue[ like the shootmodel keyvalue for the env_shooter] in the env_shooter?
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Re: plane weapons

Post by Nicdel » Fri Nov 19, 2010 3:55 pm

Code: Select all

ent_fire yourgayshooter addoutput "keyvalue <value>"
Ingame: -[SaD]- Nico

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Re: plane weapons

Post by shadowslayer » Fri Nov 19, 2010 10:53 pm

can u mabye give me an example of a true code's keyvalue?
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Saying "Your lucky i'm peaceful" is pretty much like saying "when i grow up i wanna be an arms race!"-HL2shadowslayer, Area 51 Minecraft
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Re: plane weapons

Post by ßlade » Sun Nov 21, 2010 1:16 pm

ent_fire penis addoutput "size 10"

:)
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Re: plane weapons

Post by Jack » Sun Nov 21, 2010 4:53 pm

ßlade wrote:ent_fire penis addoutput "size 10"

:)

Noo


ent_fire bawls addoutput "size 15"

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ßlade
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Re: plane weapons

Post by ßlade » Mon Nov 22, 2010 12:55 am

Jack wrote:
ßlade wrote:ent_fire penis addoutput "size 10"

:)

Noo


ent_fire bawls addoutput "size 15"
No no no no

ent_fire bawls addoutput "material steel"
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Re: plane weapons

Post by ant_8490 » Mon Nov 22, 2010 8:15 am

LOL this has become ridiculous, but it does show how to use keyvalues amazingly.
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Re: plane weapons

Post by Jack » Mon Nov 22, 2010 1:47 pm

Amazing >_<

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ßlade
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Re: plane weapons

Post by ßlade » Tue Nov 23, 2010 1:34 am

In the 4 years of scripting, we distinguished 2 different typs of cmd's
(thats the way i learned)

Input's
Let the entity most of the time interact with it's environment.
e.g. start, stop, activate, turnon, shoot etc.
Used like this:
Ent_fire entity input => ent_fire bla start

Output's
Set's the entity's properties, like size, lenght, life etc.
e.g. size, material, color, coolness (tihihi jk) etc.
used like this:
ent_fire entity addoutput "output amount/value" => ent_fire bla addoutput "size 10"

Simple, isnt it :)

Feel free to check:
http://developer.valvesoftware.com/wiki/Env_smokestack

PS: Well this might sound a bit confusing but the Keyvalues are used the same way as Output's, Input's work the way i explained, and the cmd's below the "Output's"-section are for advanced function's :)
"Coming in peace is for simpletons and dullards! I come in AWESOME!" - The Duke

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shadowslayer
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Re: plane weapons

Post by shadowslayer » Fri Nov 26, 2010 5:35 pm

uhhh, i tried to get the env_shooter to launch a watermelon, and it just crashed.s it not supposed to use prop models?
[and before u ask, i tested it when nobody was around]
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Re: plane weapons

Post by Ryan » Fri Nov 26, 2010 5:39 pm

I'm not a scripter, but use 'Create Server' if you want to test your scripts out.