Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!

Editing Fields:Items

From Quake Wiki

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 11: Line 11:
 
=== Weapons ===
 
=== Weapons ===
 
Each bit that's set changes the HUD image for the weapon slots e.g. if the player has the Rocket Launcher, weapon slot 7 will now have the Rocket Launcher image in it. The '''weapon''' field controls which weapon slot is highlighted to indicate the currently selected weapon.
 
Each bit that's set changes the HUD image for the weapon slots e.g. if the player has the Rocket Launcher, weapon slot 7 will now have the Rocket Launcher image in it. The '''weapon''' field controls which weapon slot is highlighted to indicate the currently selected weapon.
*<code>IT_AXE</code> ([[Axe]])
+
 
*<code>IT_SHOTGUN</code> ([[Shotgun]])
+
:IT_AXE ([[Axe]])
*<code>IT_SUPER_SHOTGUN</code> ([[Double-Barrelled Shotgun|Super Shotgun]])
+
:IT_SHOTGUN ([[Shotgun]])
*<code>IT_NAILGUN</code> ([[Nailgun]])
+
:IT_SUPER_SHOTGUN ([[Double-Barrelled Shotgun|Super Shotgun]])
*<code>IT_SUPER_NAILGUN</code> ([[Super Nailgun]])
+
:IT_NAILGUN ([[Nailgun]])
*<code>IT_GRENADE_LAUNCHER</code> ([[Grenade Launcher]])
+
:IT_SUPER_NAILGUN ([[Super Nailgun]])
*<code>IT_ROCKET_LAUNCHER</code> ([[Rocket Launcher]])
+
:IT_GRENADE_LAUNCHER ([[Grenade Launcher]])
*<code>IT_LIGHTNING</code> ([[Thunderbolt]])
+
:IT_ROCKET_LAUNCHER ([[Rocket Launcher]])
 +
:IT_LIGHTNING ([[Thunderbolt]])
  
 
=== Keys ===
 
=== Keys ===
 
Each bit that's set adds the key image to the HUD signifying the player has it. What type of image is used depends on the world type set for the level.
 
Each bit that's set adds the key image to the HUD signifying the player has it. What type of image is used depends on the world type set for the level.
*<code>IT_KEY1</code> ([[item_key1|Silver key]])
+
 
*<code>IT_KEY2</code> ([[item_key2|Gold key]])
+
:IT_KEY1 ([[item_key1|Silver key]])
 +
:IT_KEY2 ([[item_key2|Gold key]])
  
 
=== Powerups ===
 
=== Powerups ===
 
Each bit that's set draws the appropriate powerup icon in the HUD. Only <code>IT_SUPERHEALTH</code> has no icon and is replaceable within mods as it has no purpose.
 
Each bit that's set draws the appropriate powerup icon in the HUD. Only <code>IT_SUPERHEALTH</code> has no icon and is replaceable within mods as it has no purpose.
*<code>IT_SUPERHEALTH</code> ([[Mega-Health|Megahealth]])
+
 
*<code>IT_INVISIBILITY</code> ([[Ring of Shadows]])
+
:IT_SUPERHEALTH ([[Mega-Health|Megahealth]])
*<code>IT_INVULNERABILITY</code> ([[Pentagram of Protection]])
+
:IT_INVISIBILITY ([[Ring of Shadows]])
*<code>IT_SUIT</code> ([[Biosuit]])
+
:IT_INVULNERABILITY ([[Pentagram of Protection]])
*<code>IT_QUAD</code> ([[Quad Damage]])
+
:IT_SUIT ([[Biosuit]])
 +
:IT_QUAD ([[Quad Damage]])
  
 
=== Armor ===
 
=== Armor ===
 
Unlike standard bits, only one of these should be set at a time. Which armor type is set determines what HUD icon is used (Green, Yellow, or Red Armor). Note that this bit has no control over the damage reduction itself as the '''armortype''' field controls this.
 
Unlike standard bits, only one of these should be set at a time. Which armor type is set determines what HUD icon is used (Green, Yellow, or Red Armor). Note that this bit has no control over the damage reduction itself as the '''armortype''' field controls this.
*<code>IT_ARMOR1</code> ([[Green Armor]])
+
 
*<code>IT_ARMOR2</code> ([[Yellow Armor]])
+
:IT_ARMOR1 ([[Green Armor]])
*<code>IT_ARMOR3</code> ([[Red Armor]])
+
:IT_ARMOR2 ([[Yellow Armor]])
 +
:IT_ARMOR3 ([[Red Armor]])
  
 
=== Ammo ===
 
=== Ammo ===
 
Similar to armor, only one of these bits should be set at a time. This controls what ammo box image is drawn in the HUD for the player's currently selected weapon. The '''ammo_*''' fields control the actual ammo amounts and the '''currentammo''' field stores the value for that ammo amount.
 
Similar to armor, only one of these bits should be set at a time. This controls what ammo box image is drawn in the HUD for the player's currently selected weapon. The '''ammo_*''' fields control the actual ammo amounts and the '''currentammo''' field stores the value for that ammo amount.
*<code>IT_SHELLS</code> ([[item_shells|Shells]])
+
 
*<code>IT_NAILS</code> ([[item_nails|Nails]])
+
:IT_SHELLS ([[item_shells|Shells]])
*<code>IT_ROCKETS</code> ([[item_rockets|Rockets]])
+
:IT_NAILS ([[item_nails|Nails]])
*<code>IT_CELLS</code> ([[item_cells|Cells]])
+
:IT_ROCKETS ([[item_rockets|Rockets]])
 +
:IT_CELLS ([[item_cells|Cells]])

Please note that all contributions to Quake Wiki are considered to be released under the GNU Free Documentation License 1.3 or later (see Quake Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel | Editing help (opens in new window)