Entity Keys
Hi, I have a question, possible you can help me:
some entities, in my case the entity info_tfgoal in a tfc map, have some entity-keys that seem to be not include by the engine-module, like maxammo_shells or team1_name. Is there a way to create an entity with these values?? in the map editor "hammer" there you can create an entity with these values so they must exist. any ideas? |
I think you should use this:
Code:
Then spawn the entity. |
thx very much
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Make certain you use DispatchSpawn(ent) to spawn the entity, after setting keys on it.
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when retrieving entity information i always get an empty string. whats wrong with this code?
Code:
sry when i express me wrong. my goal is to check the values on the entity info_tfgoal and change it when required. another question: returns the command get_keyvalue always a string? |
As soon as an entity is spawned, I don't think you should/can use keyvalues anymore. Those are only used in map files.
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Quote:
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Just realized that Fakemeta module never implemented the FM_KeyValue forward. So, a few hours later, here's a test build. Guess I will add it to CVS soon, you can try it out here though.
Quite cool, in fy_iceworld I was able to hook the setting of the onground weapons, and put 5 weapons on each place instead of just one.... using this script: Code:
See if you can make something other cool out of it... maybe replace all weapons of a certain type with another. I think you should be able to replace all awps to scouts, etc.... Edit: Here's how to switch onground awps to scouts... as expected: Code:
Not very surprisingly, these values follow the mod's FGD file. |
So wait, you guys forgot the key values in FM?
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Not _forgot_. It was just a large project and 98% of it was done anyway. At the time it was "enough", and everyone (at least those who worked on it, primarily sawce) got fed up with all the repetitive tasks...
There might still be a few things still not taken care of in there... :roll: |
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