MrNuckFuggets wrote:
How do I create item drops?
Not tested:
whiskey_drop.call:
Code:
<?xml version="1.0" encoding="utf-8"?>
<call name="Alcohol is free"
initiation_comment1="Booze"
initiation_comment2="12-pack plz"
acknowledge_comment="Oh man.. not again"
launch_comment="12 incoming">
<round instances="12"
instance_class="carry_item"
instance_key="my_key"
instance_spread="10 15 10"
common_spread="0 0 0"
launch_time="5.0"
spawn_time="8.0">
<effect class="launch" ref="ShadowAirplaneFlyby" shadow="1" />
<sound class="launch" fileref="plane_flyby.wav" />
</round>
<hud_icon filename="hud_paratroopers1.png" />
<capacity value="100" source="rank" source_value="0.0" />
<inventory encumbrance="0.0" price="0.0" />
</call>
whiskey_bottle.carry_item:
Code:
<?xml version="1.0" encoding="utf-8"?>
<carry_item name="whiskey bottle" key="my_key">
<hud_icon filename="hud_whiskey_bottle.png" />
<capacity value="100" source="rank" source_value="0.0" />
<inventory encumbrance="0.1" price="50.0" />
<model mesh_filename="whiskey.mesh" texture_filename="whiskey.png" />
<commonness value="10.0" in_stock="0" />
</carry_item>
all_calls.xml:
Code:
<?xml version="1.0" encoding="utf-8"?>
<calls>
<call file="mortar1.call" />
<call file="mortar2.call" />
<call file="paratroopers1.call" />
<call file="paratroopers2.call" />
<call file="whiskey_drop.call" />
</calls>