Quote:This is a help request to the Dev's, Luis and any other coders
(I don't know everyone names yet )
We have a small project going on, to create a flashlight entity, fully coded and scripted without overwriting the original lantern.
I have a few questions on limitations and if we can work around them
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First, how far can we go as creating a fully working flashlight entity?
Is it possible to write our own keybinds?
I'm looking to change these 2 keybinds and make them take effect in game
<Lantern Primary="Keyboard::L" Secondary="" />
<Flashlight Primary="Keyboard::F" Secondary="" />
I have created the pick up entity which allows the player to use the lantern.
However this needs to be changed to activate the flashlight and I'm kinda stuck at that part, The wiki doesn't have anything that's helpful and updated for HLP2
<UserDefinedVariables EntitySubType="Lantern" EntityType="Item">
<Var Name="Health" Value="100" />
<Var Name="Toughness" Value="0" />
<Var Name="MaxFocusDistance" Value="0" />
<Var Name="MainPhysicsBody" Value="" />
<Var Name="ShowMesh" Value="true" />
<Var Name="DissolveOnDestruction" Value="false" />
<Var Name="DissolveTime" Value="1.0" />
<Var Name="EffectsOnSound" Value="" />
<Var Name="EffectsOffSound" Value="" />
<Var Name="EffectsOnTime" Value="1" />
<Var Name="EffectsOffTime" Value="1" />
<Var Name="EffectsOffLightColor" Value="0 0 0 0" />
<Var Name="EffectsOffLightRadius" Value="-1" />
<Var Name="ShowHints" Value="true" />
<Var Name="StaticMoveCheckCollision" Value="false" />
<Var Name="StaticMoveStartSound" Value="" />
<Var Name="StaticMoveStopSound" Value="" />
<Var Name="StaticMoveLoopSound" Value="" />
<Var Name="RandomizeAnimationStart" Value="true" />
<Var Name="SubItemTypeName" Value="Flashlight" />
<Var Name="ImageFile" Value="flashlight.tga" />
<Var Name="PickSound" Value="Generic" />
flashlight.ent code