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	<title>Health &amp; Ammo Cabinets - Revision history</title>
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	<updated>2026-04-07T16:51:36Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Health_%26_Ammo_Cabinets&amp;diff=4137&amp;oldid=prev</id>
		<title>192.168.0.151 at 17:12, 11 August 2008</title>
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		<updated>2008-08-11T17:12:01Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The health and ammo cabinets are useful for creating fall back points in maps. These orchards of health and ammo are very important for both teams. The cabinets should be placed in areas that cannot be defended too easily.&lt;br /&gt;
&lt;br /&gt;
The health and ammo cabinets have two model states: broken and operational. They could be turned into a construction item if necessary because all states exist (empty, built and damaged). The cabinets do not rely on scripting because most of their functionality is provided via the code.&lt;br /&gt;
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{|&lt;br /&gt;
|&lt;br /&gt;
[[Image:cabinet_1.jpg]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Functional model'''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Entities: misc_cabinet_supply, misc_cabinet_health&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The above entities will create the correct models in game with all the ammo and health boxes attached. The empty stands exist as models as follows:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Folder: models/mapobjects/supplystands/&amp;lt;br /&amp;gt; Models: stand_health.md3, stand_ammo.md3&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Image:cabinet_2.jpg]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | '''Broken model'''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; The broken health and ammo cabinets are created in game with a misc_gamemodel, using a model key pointing at the md3. A targetname key will also allow the models to be added or removed from the game.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Folder: models/mapobjects/supplystands/&amp;lt;br /&amp;gt; Models: stand_health.md3, stand_ammo.md3&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entity Requirements ==&lt;br /&gt;
&amp;lt;br /&amp;gt; The ammo cabinet is defined by a point entity called &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_cabinet_supply&amp;lt;/span&amp;gt; . This entity will generate the correct game model for the ammo boxes to be stored on. The game will automatically keep re-stocking the ammo over time.&lt;br /&gt;
&lt;br /&gt;
The ammo cabinet is surrounded by a common/trigger brush entity called &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_ammo&amp;lt;/span&amp;gt;. This entity is the area in which the player has to stand in order to receive ammo. The rate and total amount of ammo the cabinet will give out is defined by the &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;ammototal&amp;lt;/span&amp;gt; and &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;ammorate&amp;lt;/span&amp;gt; keys. This entity is targeted at the &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_cabinet_supply&amp;lt;/span&amp;gt; entity.&lt;br /&gt;
&lt;br /&gt;
The health cabinet is defined by a point entity called &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_cabinet_health&amp;lt;/span&amp;gt; . This entity will generate the correct game model for the health boxes to be stored on. The game will automatically keep re-stocking the health over time.&lt;br /&gt;
&lt;br /&gt;
The health cabinet is surrounded by a common/trigger brush entity called &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_heal&amp;lt;/span&amp;gt;. This entity is the area in which the player has to stand in order to receive health. The rate and total amount of health the cabinet will give out is defined by the healtotal and healrate keys. This entity is targeted at the &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_cabinet_health&amp;lt;/span&amp;gt; entity.&lt;br /&gt;
&lt;br /&gt;
In order for the health and ammo cabinet to appear on the map a &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; entity is required. When the player is near the &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; entity a message is displayed on screen. Whatever is defined in the &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;track&amp;lt;/span&amp;gt; key is used as the onscreen text message.&lt;br /&gt;
&lt;br /&gt;
Important note: The &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; is a brushwork entity and '''must''' contain an origin brush; otherwise it will appear half way between its current map position and &amp;quot;0 0 0&amp;quot; map position on the command map.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; entity is targeted at a &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_commandmap_marker&amp;lt;/span&amp;gt; entity. This entity allows the &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; entity to appear on the command map. The &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; needs to have the correct spawnflag set 'is_healthammocabinet' so that the correct icon is displayed on the command map.&lt;br /&gt;
&lt;br /&gt;
For each cabinet a rough set of clip brushes will need to be created to mirror the shape of the model. Once all the clip brushes have been created an origin brush will need to be added and then everything converted into a &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;script_mover&amp;lt;/span&amp;gt; entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Entity summary ==&lt;br /&gt;
&amp;lt;br /&amp;gt; 1 &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_cabinet_supply&amp;lt;/span&amp;gt; entity (Will create the correct game model as well)&amp;lt;br /&amp;gt; 1 &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_ammo&amp;lt;/span&amp;gt; brushwork entity (The trigger brush for ammo)&amp;lt;br /&amp;gt; 1 &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_cabinet_health&amp;lt;/span&amp;gt; entity (Will create the correct game model as well)&amp;lt;br /&amp;gt; 1 &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_heal&amp;lt;/span&amp;gt; brushwork entity (The trigger brush for health)&amp;lt;br /&amp;gt; 1 &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;trigger_objective_info&amp;lt;/span&amp;gt; entity&amp;lt;br /&amp;gt; 1 &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;misc_commandmap_marker&amp;lt;/span&amp;gt; entity&amp;lt;br /&amp;gt; 2 clipbrush &amp;lt;span class=&amp;quot;code&amp;quot;&amp;gt;script_mover&amp;lt;/span&amp;gt; entities&lt;br /&gt;
&lt;br /&gt;
[[Category:WET Documentation]]&lt;/div&gt;</summary>
		<author><name>192.168.0.151</name></author>
		
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