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Player start Items


Capela

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For the bow you need the specific arrows. You can find them in the entity browser under weapons/arrows. Set "inv_map_start" "1" to put it into the player inventory on mission start. With the spawnarg "inv_ammo_amount" you can set how many arrows the player should have. Other things like flashbombs can be found under playertools. There amount is set with "inv_item_count" IIRC.

 

There are also spawnargs to control on which difficulty levels they get added. So you can vary the starting equipment by creating three instances of an object and set different amount spawnargs on them. Then set "diff_X_nospawn" "1" for the difficulties where they should NOT appear (0 - easy, 1- medium, 2- hard).

 

I hope that helps :smile:

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My suggestion is to grab everything in one go by using the player tools prefab.

 

Right click->Insert prefab->misc->StartObjectives,Shop,Tools,Ammo.pfb. (This is the second item.)

 

Once this collection is in your map, you can delete the items you don't want the player to have at mission start.

 

For future maps, it's also a good idea to insert this prefab before you do anything else in a new map. This gets you the LeakTest func_static as entity #1, which is very useful when finding internal leaks.

 

Since you probably already have ambient_light in your map, you can delete the ambient_light entity that comes in this prefab.

 

Delete the shop entity if you already have it, or don't need a shop.

 

Delete the mission objectives entity if you've already created one.

 

Keep the master key while testing your map, but delete it before release.

 

Edit the inventory counts on each weapon or tool so they're appropriate for your map.

 

Delete weapons or tools you don't want the player to have at all.

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