There is not much to know about item entities as they are very straight forward. I’ll add any information people bring up and not go one by one through every single ent. Item ents make a good stand_in for other custom models you may wish to spawn. You can do this by overriding the model with a model
keypair with the full path to the custom model.
Entity | Description |
---|---|
item_adrenaline | Adds 1 to max health |
item_ancient_head | Adds 2 to max health |
item_armor_body | Adds 100 armor |
item_armor_combat | Adds 50 armor |
item_armor_jacket | Adds 25 armor |
item_armor_shard | Adds 2 armor |
item_bandolier | Increases ammo capacity for weapons |
item_breather | Provides oxygen underwater |
item_enviro | Provides protection from harmful fluids |
item_health | Adds 10 HP |
item_health_large | Adds 25 HP |
item_health_mega | Adds 100 HP |
item_health_small | Adds 2 HP |
item_invulnerability | Temporary invulnerability |
item_pack | Adds a large amount of ammo and increases carrying capacity |
item_power_screen | Adds 200 armor against energy weapons |
item_power_shield | Adds armor against energy weapons, drains cells |
item_quad | Adds 4x damage to all weapons |
item_silencer | Silences the sound of weapons |
You may see this item in some jumpmod maps as a marker to show the way. This typically pops up in maze style maps, and some maps that are ported from other games/mods.
This is a special use item for jumpmod as quad damage also needs to be toggled with a mset. This can be done by the mapper by putting a mset
keypair in their worldspawn ent along with quad_damage # (1-6)
depending on how much you want damage to be multipled. You will also likely want to add rocket 1
to enable rockets or weapons 1
for other weapons.
© Deine Mudda 2020