based of this post.
AndY, on 02 November 2010 - 03:45 PM, said:
Medic - Defender - Specialist
You'd simply make the "Specialist" equip various scenario-specific items, like the EMP tool, an RPG, etc..
All that'd be left is figuring out what to do if a level requires two different kinds of specialists at the same time.
THE specialist is a map based role that has a large set of stock images for maps that require more than one special role. Its main use is so mappers can very there map more or add custom things to there map.
The images: the images for this role are from your basic weapon images to more specialized like an image of an ammo case or a Bomb to show a demo man.
items: the specialist can have any item not own by players by default as its pick up item. this can be anything from a revolver to a custom weapon for the map.
abilitys: the specialist can be gives one of a few set abilitys from ammo gen for a specific weapon to increased health or having some armor.
model: the specialist should be set to use any model in the game even metrocop and combine models for infiltrator roles. IT should also have some custom models like citizens with vests or with com pack on there back.
examples
SNIPER
image: crossbow
item: molotov (one of my ideas) and crossbow
abilities: regens crossbow ammo
model: NA
use: its a sniper
ASSASSIN
image: outline of a stick man
items: hack tool and revolver(replaces pistol)
abilities: invisible to everything when crouched and not firing (can't hack wile hiding
model: citizen with metrocop mask.
use: tacticaly taking out combine annoying the hell out of the GM.
CUSTOM WEAPONS
info: custom weapon are weapons meant for custom maps they will have some pre sets and stalk models for the mapper to chose from these weapons are meant for the idea above. I have no idea what i am doing on this one!
commands for weapon sets
Fire rate: auto_1 (smg1 fire rate), auto_2(ar2 fire rate) auto_3(turret fire rate), burst_1 (3 shot bursts), burst_2(5 shot bursts), single_1 (semi auto)
bullet/projectile: Hscan_1_[type](fires bullets, basic(like smg1, Pround (like ar2)), Hscan_0_[projectile](projectile based projectiles are RPG, bolt, smgnade, and grenade)
custom projectiles: beam_[#] (fires a vort beam 1 for green 2 for blue) disintegrate (ar2 orb)
damage: DMB_[#] (damage per shot)
clip set: magsize_[#](ammo per clip cand be less than 1 or more than 100 for bullet cant be more than 10 per projectile)
spare slips: magspare_[#] (can be set between 0 and 10)
ammo type: ammo_[type] (sets ammo type armor batteries can also be used as an ammo type.)
model set: allows weapon to be set to that of any weapon in game including some custom ones like sniper rifles or plus turrets (the mounted ones)
note: any thing set to 0 means inactive like auto_0 means its not auto.
example
HMG1
fire rate: Auto_3
bullet/projectile: Hscan_1_Pround
Damage: DMB_15
Clip set: magsize_100
spare clip: magspare_2
ammo type: ammo_ar2
model set: ar2_v2 (custom model that is the ar2 with a by-pod and a longer barrel.