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Editing item armorInv

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'''Description'''
 
'''Description'''
 
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This entity spawns the [[Red Armor]].
 
  
Model: progs/armor1.mdl (skin 2)
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A pickup which give the player 200 points of armour when collected. This mitigates incoming damage by 20% and is reduced by the same amount each time it does so (this is what I can gather by having a quick decco at the qc). If the player is wearing better armor they will not pick up worse armor unless it is heavily damaged - how much depends on the armour type being worn, how damaged it is and the armour type being picked up.
 
 
Sounds: items/armor1.wav
 
 
 
If the player is wearing better armor they will not pick up worse armor unless it is heavily damaged - how much depends on the armour type being worn, how damaged it is and the armour type being picked up.
 
  
  
 
'''Keys'''
 
'''Keys'''
 
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targetname - Can be killtargeted
 
 
 
target - Will trigger this entity when collected
 
target - Will trigger this entity when collected
 
 
'''Size'''
 
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Like the other armour items, ArmorInv is 32 units wide/deep and 72 units tall.  The bounding box, from the origin is as follows; '-16 -16 0', '16 16 56'.  If any of these extents clip through level geometry then the item will fall out of play on map load.
 
 
 
'''Tricks'''
 
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If armor starts a level sat on a func_wall which is later killtargeted then the armor will not fall, but instead hang in the air as if the func_wall was still there.  If you do want armor to fall off of something then use a func_door that moves horizontally next to some other geometry to 'scrape' the armor off - it will fall once there is no solid brush below it.
 

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