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Difference between revisions of "item armorInv"

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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.
 
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.
 
  
 
'''Keys'''
 
'''Keys'''
 
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target - Will trigger this entity when collected
 
target - Will trigger this entity when collected
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'''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.
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'''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.

Revision as of 18:01, 8 September 2014

Description


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.

Keys


target - Will trigger this entity when collected

Size


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


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.