Two powerups are implemented: Haste and Damage Boost. They can be given or removed with these inputs:
SetHaste (time in seconds)
SetDamageBoost (time in seconds)
If time = 0, the effect will be removed. If time < 0, then the effect will last indefinitely until removed.
There are also powerup entities: momentum_powerup_haste
and momentum_powerup_damage_boost
. They both take a ResetTime
key like the weapon spawner entity. The haste powerup takes a HasteTime
key, and the damage boost powerup takes a DamageBoostTime
key. They are both specified in seconds the same way as the inputs.
...
This entity gives the player the damage boost effect in defrag.
Keyvalues
#
Reset Time (ResetTime<float>)
The amount of time in seconds before the powerup can be picked up again. If this value is negative, then the powerup can only be picked up once.
Damage Boost Time (DamageBoostTime<float>)
The amount of time in seconds for the damage boost effect to last. If this value is negative, then the effect is indefinite and will last until changed to be finite or 0.
...
This entity gives the player the haste effect in defrag.
Keyvalues
#
Reset Time (ResetTime<float>)
The amount of time in seconds before the powerup can be picked up again. If this value is negative, then the powerup can only be picked up once.
Haste Time (HasteTime<float>)
The amount of time in seconds for the haste effect to last. If this value is negative, then the effect is indefinite and will last until changed to be finite or 0.
...