<?xml version="1.0"?>
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		<id>https://www.wiki.obsidianconflict.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gjsdeath</id>
		<title>Obsidian Conflict Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.wiki.obsidianconflict.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gjsdeath"/>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Special:Contributions/Gjsdeath"/>
		<updated>2026-06-10T02:40:39Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Oc_Zombie_Survival&amp;diff=925</id>
		<title>Oc Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Oc_Zombie_Survival&amp;diff=925"/>
				<updated>2010-10-16T23:32:22Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Redone -Gary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle|title=oc_zombie_survival}}&lt;br /&gt;
{{oc_map}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
Zombie Survival is a map by Gjsdeath(now known as just Gary). In this map you must look for supplies during the day and fight off zombies at night. &lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
During resistance's biological warfare experiments, a virus was created that only affected headcrabs and causes them to burst into flames upon exposure to sunlight. After the creation of this virus the OverWatch shelled the lab which the experiments were being done in. Now the small town on the coast is filled with sunlight sensitive zombies, the towns former residents(the players) must now old off the waves of zombies during the night while using the protection of the sun during the day to look for supplies. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Features ==&lt;br /&gt;
&lt;br /&gt;
Zombie Survival includes a system for gathering supplies for things such as:&lt;br /&gt;
&lt;br /&gt;
* '''Food'''&lt;br /&gt;
Kill birds, Houndeyes, Bullsquids and other creatures to gain food for players. Your life depends on the amount&lt;br /&gt;
&lt;br /&gt;
* '''Power'''&lt;br /&gt;
Use fuel found around the town to power a generator. The generator powers many things, both offensive and defensive. Such as lights, weapons and traps.&lt;br /&gt;
&lt;br /&gt;
* '''Hide anywhere'''&lt;br /&gt;
You are encouraged to fight off zombies at the camp on the bridge. Though, you do not have to, you can stay in any of the buildings. Though, if you do this, it will be much harder to survive as any area besides the camp will be very poorly lit without the use of your flashlight or short-lived flares and are overall not easily defend-able.&lt;br /&gt;
&lt;br /&gt;
* '''Real Day-Night System'''&lt;br /&gt;
In past maps, if they had a day-night system, it was just fading the screen. But now thanks to KON_Air, we now can have a real day-night system. &lt;br /&gt;
&lt;br /&gt;
== Electrically Power Equipment ==&lt;br /&gt;
&lt;br /&gt;
These are devices which can aid your survival during fight against zombies. These all use power from the generator, the more you use, the more fuel you use, for example: if you have everything running at once then you will quickly run out of power and loose all of your equipment including lights. This means you must communicate with your team and watch your resources.&lt;br /&gt;
&lt;br /&gt;
* ''' Lights '''&lt;br /&gt;
The zombies will be easier to kill if you can see them. Your camp will be in the dark if you don't use the lights and you don't see the zombies until they are ripping you to shreds. The lights don't use that much power, so you don't have to worry about turning them off most of the time.&lt;br /&gt;
&lt;br /&gt;
* ''' OverWatch Sniper Rifle '''&lt;br /&gt;
Though the battery was depleted when it is found by the players, it is able to be mounted and hooked to the generator. It uses power for every round, so be proficient with this and don't miss or your just be wasting time and energy.&lt;br /&gt;
&lt;br /&gt;
* ''' OverWatch Automated Floor Turret '''&lt;br /&gt;
Like the sniper rifle, this turret is found with depleted power cells, but is able to be wired to the generator. Be careful when using this, as if left unattended it might end up sitting active doing nothing and wasting power. &lt;br /&gt;
&lt;br /&gt;
* ''' Blender '''&lt;br /&gt;
Basically a electrical version of those spinning things found in HL2 that cut zombies in half.&lt;br /&gt;
&lt;br /&gt;
* ''' High-powered UV Lamp AKA Zombie-Flame Thrower '''&lt;br /&gt;
&lt;br /&gt;
Due to headcrab's ultra sensitivity to UV light, this lamp can be held by a player can when it shines it's UV light onto a zombie, it will just burst into flames. This light uses a moderate amount of power so use it only when needed. Also, don't worry about friendly fire(pun), the UV light only burst zombies into flames, anyone else will just get a little sunburn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
As of now this map is a Work in Progress, so pictures will be at the forum topic. Though pictures will be embedded once the release build is out.&lt;br /&gt;
[http://www.obsidianconflict.net/forums/viewtopic.php?t=3150&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc Vist forum Topic for Pictures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
The map is currently under development and only in use by chosen Beta Testers.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[http://www.obsidianconflict.net/forums/viewtopic.php?t=3150&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc Forum Topic]&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=User:Mega_Sean_45&amp;diff=638</id>
		<title>User:Mega Sean 45</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=User:Mega_Sean_45&amp;diff=638"/>
				<updated>2010-06-04T19:55:54Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Removed flame.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Talk:Fixing_facial_texture_on_decompiled_human_models&amp;diff=553</id>
		<title>Talk:Fixing facial texture on decompiled human models</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Talk:Fixing_facial_texture_on_decompiled_human_models&amp;diff=553"/>
				<updated>2009-12-21T22:44:54Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Created page with 'Someone needs to add other modeling programs to this, not everyone has 3Ds Max.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone needs to add other modeling programs to this, not everyone has 3Ds Max.&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Oc_Zombie_Survival&amp;diff=407</id>
		<title>Oc Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Oc_Zombie_Survival&amp;diff=407"/>
				<updated>2009-12-10T00:24:51Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle|title=oc_zombie_survival}}&lt;br /&gt;
{{oc_map}}&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
Zombie Survival is a map by Gjsdeath. In this map you must look for supplies during the day and fight off zombies at night. &lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
After the destruction of the Citadel, many connections between sections of City 17 were cut off, forcing surviving citizens to hold up in destroyed parts of the city. Though, becuse of there size, Headcrabs became much more common as they could get through areas citizens could not. Causing many areas of the city to become zombie infested. So, now instead of just worrying about the lack of shelter and food, barely surviving citizens must fend off hordes of zombies in order to survive another day. Though, because these Headcrabs were modified in order to keep them off the streets during the day in case of an out-brake, these Headcrabs will try to stay in doors as they no longer have a layer of UV protective skin and will die from too much sun exposure.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Features ==&lt;br /&gt;
&lt;br /&gt;
Zombie Survival includes a system for gathering supplies for things such as:&lt;br /&gt;
&lt;br /&gt;
* '''Food'''&lt;br /&gt;
Kill birds, Houndeyes, Bullsquids and other creatures to gain food for players. If players go without food for over a day, they start to loose health.&lt;br /&gt;
&lt;br /&gt;
* '''Flood lights'''&lt;br /&gt;
These lights are at the camp, they illuminate the battle field making it much easier to see the zombies, without them, you would have an extremely limited range. You must find gas cans to fuel the generator powering the lights.&lt;br /&gt;
&lt;br /&gt;
* '''Water'''&lt;br /&gt;
Find water and bring it back to camp to keep the water supply filled. Players will loose health daily without water. &lt;br /&gt;
&lt;br /&gt;
Some other features of the map:&lt;br /&gt;
&lt;br /&gt;
* '''Hide anywhere'''&lt;br /&gt;
You are pressured to fight off zombies at the camp, right under the overpass. But, you do not have to, you can stay in any of the buildings. Though, if you do this, it will be much harder to survive as any area besides the camp will be very poorly lit without the use of your flashlight or short-lived flares.&lt;br /&gt;
&lt;br /&gt;
* '''Real Day-Night System'''&lt;br /&gt;
In past maps, if they had a day-night system, it was just fading the screen. But now thanks to KON_Air, we now can have a real day-night system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
As of now this map is a Work in Progress, so pictures will be at the forum topic. Though pictures will be embedded once the release build is out.&lt;br /&gt;
[http://www.obsidianconflict.net/forums/viewtopic.php?t=3150&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc Vist forum Topic for Pictures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
The map is currently under development and only in use by chosen Beta Testers.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[http://www.obsidianconflict.net/forums/viewtopic.php?t=3150&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc Forum Topic]&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Template:Download_only&amp;diff=406</id>
		<title>Template:Download only</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Template:Download_only&amp;diff=406"/>
				<updated>2009-12-10T00:20:40Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Created entire page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;table style=&amp;quot;width: 330px;background-color: white; border: 3px dashed #2600FF; margin-bottom: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
 &amp;lt;td style=&amp;quot;width: 5px;&amp;quot;&amp;gt;[[Image:Download_only_image.PNG]]&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;td&amp;gt;'''This is not included with Obsidian Conflict, you must download it separately'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:download_only_files]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=File:Download_only_image.PNG&amp;diff=405</id>
		<title>File:Download only image.PNG</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=File:Download_only_image.PNG&amp;diff=405"/>
				<updated>2009-12-10T00:08:48Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Category:Oc_maps&amp;diff=402</id>
		<title>Category:Oc maps</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Category:Oc_maps&amp;diff=402"/>
				<updated>2009-12-09T23:23:36Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{catup|Obsidian_Conflict|Obsidian Conflict|center}}&lt;br /&gt;
&lt;br /&gt;
This category lists maps created for Obsidian Conflict and will only work for Obsidian Conflict. &lt;br /&gt;
&lt;br /&gt;
* '''Note that you may have to download certain maps, a link should be provided in the article if downloading is necessary'''&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Oc_Zombie_Survival&amp;diff=401</id>
		<title>Oc Zombie Survival</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Oc_Zombie_Survival&amp;diff=401"/>
				<updated>2009-12-09T23:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Created entire page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_map}}&lt;br /&gt;
&lt;br /&gt;
Zombie Survival is a map by Gjsdeath. In this map you must look for supplies during the day and fight off zombies at night. &lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
After the destruction of the Citadel, many connections between sections of City 17 were cut off, forcing surviving citizens to hold up in destroyed parts of the city. Though, becuse of there size, Headcrabs became much more common as they could get through areas citizens could not. Causing many areas of the city to become zombie infested. So, now instead of just worrying about the lack of shelter and food, barely surviving citizens must fend off hordes of zombies in order to survive another day. Though, because these Headcrabs were modified in order to keep them off the streets during the day in case of an out-brake, these Headcrabs will try to stay in doors as they no longer have a layer of UV protective skin and will die from too much sun exposure.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Features ==&lt;br /&gt;
&lt;br /&gt;
Zombie Survival includes a system for gathering supplies for things such as:&lt;br /&gt;
&lt;br /&gt;
* '''Food'''&lt;br /&gt;
Kill birds, Houndeyes, Bullsquids and other creatures to gain food for players. If players go without food for over a day, they start to loose health.&lt;br /&gt;
&lt;br /&gt;
* '''Flood lights'''&lt;br /&gt;
These lights are at the camp, they illuminate the battle field making it much easier to see the zombies, without them, you would have an extremely limited range. You must find gas cans to fuel the generator powering the lights.&lt;br /&gt;
&lt;br /&gt;
* '''Water'''&lt;br /&gt;
Find water and bring it back to camp to keep the water supply filled. Players will loose health daily without water. &lt;br /&gt;
&lt;br /&gt;
Some other features of the map:&lt;br /&gt;
&lt;br /&gt;
* '''Hide anywhere'''&lt;br /&gt;
You are pressured to fight off zombies at the camp, right under the overpass. But, you do not have to, you can stay in any of the buildings. Though, if you do this, it will be much harder to survive as any area besides the camp will be very poorly lit without the use of your flashlight or short-lived flares.&lt;br /&gt;
&lt;br /&gt;
* '''Real Day-Night System'''&lt;br /&gt;
In past maps, if they had a day-night system, it was just fading the screen. But now thanks to KON_Air, we now can have a real day-night system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pictures ==&lt;br /&gt;
As of now this map is a Work in Progress, so pictures will be at the forum topic. Though pictures will be embedded once the release build is out.&lt;br /&gt;
[http://www.obsidianconflict.net/forums/viewtopic.php?t=3150&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc Vist forum Topic for Pictures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
The map is currently under development and only in use by chosen Beta Testers.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
[http://www.obsidianconflict.net/forums/viewtopic.php?t=3150&amp;amp;start=0&amp;amp;postdays=0&amp;amp;postorder=asc Forum Topic]&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Info_waypoint&amp;diff=396</id>
		<title>Info waypoint</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Info_waypoint&amp;diff=396"/>
				<updated>2009-12-09T07:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Created entire page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_ent}}&lt;br /&gt;
&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays a image and text at it's location.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
* '''targetname &amp;lt;target_source&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Defines the name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* '''Parent &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.&lt;br /&gt;
&lt;br /&gt;
* '''Image &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Image that will display on the HUD.&lt;br /&gt;
&lt;br /&gt;
* '''Text &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Text that will show under the icon on the HUD. Should be kept very short.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
&lt;br /&gt;
* '''Kill'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world. &lt;br /&gt;
&lt;br /&gt;
* '''KillHierarchy'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
* '''AddOutput &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;key&amp;gt; &amp;lt;value&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* '''FireUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.&lt;br /&gt;
&lt;br /&gt;
* '''Enable'''&lt;br /&gt;
&lt;br /&gt;
Enables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Disable'''&lt;br /&gt;
&lt;br /&gt;
Disables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''ClearParent'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''DisableForActivator'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''EnableForActivator'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''SetParent'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''SetParentAttachment'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''SetParentAttachmentMaintainOffset'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outputs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fired when the player successfully makes a purchase.&lt;br /&gt;
&lt;br /&gt;
* '''OnUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. &lt;br /&gt;
&lt;br /&gt;
!activator = activator&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Logic_merchant_relay&amp;diff=395</id>
		<title>Logic merchant relay</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Logic_merchant_relay&amp;diff=395"/>
				<updated>2009-12-09T07:29:21Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_ent}}&lt;br /&gt;
&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that allows the use of points to &amp;quot;purchase&amp;quot; objects or trigger a entity.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
* '''targetname &amp;lt;target_source&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Defines the name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* '''Start Disabled? &amp;lt;0/1&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
Start disabled when map starts?&lt;br /&gt;
&lt;br /&gt;
* '''Is Shared? &amp;lt;0/1&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
Can all players chip in to buy this?&lt;br /&gt;
&lt;br /&gt;
* '''Announce Cash Needed? &amp;lt;0/1&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Tell the players how much cash they still need to purchase?&lt;br /&gt;
&lt;br /&gt;
* '''Purchase Sound &amp;lt;String&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Name of the GameSound entry for the sound to play on purchase. Also supports direct .wav filenames.&lt;br /&gt;
&lt;br /&gt;
* '''Cost of Purchase &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* '''Max Points to take ( Shared Only ) &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
How many points should be taken from the player when they input purchase? 0 Means as much as needed&lt;br /&gt;
&lt;br /&gt;
* '''Name of Purchase &amp;lt;String&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Name of the purchase, which will appear in relay messages from this entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
&lt;br /&gt;
* '''Kill'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world. &lt;br /&gt;
&lt;br /&gt;
* '''KillHierarchy'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
* '''AddOutput &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;key&amp;gt; &amp;lt;value&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* '''FireUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.&lt;br /&gt;
&lt;br /&gt;
* '''Enable'''&lt;br /&gt;
&lt;br /&gt;
Enables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Disable'''&lt;br /&gt;
&lt;br /&gt;
Disables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Purchase'''&lt;br /&gt;
&lt;br /&gt;
Sends the activator's cash amount to this entity(right?).&lt;br /&gt;
&lt;br /&gt;
* '''SetPurchaseCost &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sets the cost to make a purchase.&lt;br /&gt;
&lt;br /&gt;
* '''SetPurchaseName &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sets the name of the purchase, which will appear in relay messages from this entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outputs==&lt;br /&gt;
&lt;br /&gt;
* '''OnCashReduced'''&lt;br /&gt;
&lt;br /&gt;
Fired when the cash needed to purchase is reduced.&lt;br /&gt;
&lt;br /&gt;
* '''OnDisabled'''&lt;br /&gt;
&lt;br /&gt;
Fired when this entity is disabled.&lt;br /&gt;
&lt;br /&gt;
* '''OnNotEnoughCash'''&lt;br /&gt;
&lt;br /&gt;
Fired when an a player attempts to purchase but lacks the required cash.&lt;br /&gt;
&lt;br /&gt;
* '''OnPurchased'''&lt;br /&gt;
&lt;br /&gt;
Fired when the player successfully makes a purchase.&lt;br /&gt;
&lt;br /&gt;
* '''OnUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. &lt;br /&gt;
&lt;br /&gt;
!activator = activator&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Logic_merchant_relay&amp;diff=394</id>
		<title>Logic merchant relay</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Logic_merchant_relay&amp;diff=394"/>
				<updated>2009-12-09T07:27:59Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_ent}}&lt;br /&gt;
&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that allows the use of points to &amp;quot;purchase&amp;quot; objects or trigger a entity.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
* '''targetname &amp;lt;target_source&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Defines the name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* '''Start Disabled? &amp;lt;0/1&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
Start disabled when map starts?&lt;br /&gt;
&lt;br /&gt;
* '''Is Shared? &amp;lt;0/1&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
Can all players chip in to buy this?&lt;br /&gt;
&lt;br /&gt;
* '''Announce Cash Needed? &amp;lt;0/1&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Tell the players how much cash they still need to purchase?&lt;br /&gt;
&lt;br /&gt;
* '''Purchase Sound &amp;lt;String&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Name of the GameSound entry for the sound to play on purchase. Also supports direct .wav filenames.&lt;br /&gt;
&lt;br /&gt;
* '''Cost of Purchase &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* '''Max Points to take ( Shared Only ) &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
How many points should be taken from the player when they input purchase? 0 Means as much as needed&lt;br /&gt;
&lt;br /&gt;
* '''Name of Purchase &amp;lt;String&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Name of the purchase, which will appear in relay messages from this entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
&lt;br /&gt;
* '''Kill'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world. &lt;br /&gt;
&lt;br /&gt;
* '''KillHierarchy'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
* '''AddOutput &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;key&amp;gt; &amp;lt;value&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* '''FireUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.&lt;br /&gt;
&lt;br /&gt;
* '''Enable'''&lt;br /&gt;
&lt;br /&gt;
Enables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Disable'''&lt;br /&gt;
&lt;br /&gt;
Disables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Purchase'''&lt;br /&gt;
&lt;br /&gt;
Sends the activator's cash amount to this entity(right?).&lt;br /&gt;
&lt;br /&gt;
* '''SetPurchaseCost &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sets the cost to make a purchase.&lt;br /&gt;
&lt;br /&gt;
* '''SetPurchaseName &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sets the name of the purchase, which will appear in relay messages from this entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outputs==&lt;br /&gt;
&lt;br /&gt;
* '''OnCashReduced'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''OnDisabled'''&lt;br /&gt;
&lt;br /&gt;
Fired when this entity is disabled.&lt;br /&gt;
&lt;br /&gt;
* '''OnNotEnoughCash'''&lt;br /&gt;
&lt;br /&gt;
Fired when an a player attempts to purchase but lacks the required cash.&lt;br /&gt;
&lt;br /&gt;
* '''OnPurchased'''&lt;br /&gt;
&lt;br /&gt;
Fired when the player successfully makes a purchase.&lt;br /&gt;
&lt;br /&gt;
* '''OnUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. &lt;br /&gt;
&lt;br /&gt;
!activator = activator&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Logic_merchant_relay&amp;diff=393</id>
		<title>Logic merchant relay</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Logic_merchant_relay&amp;diff=393"/>
				<updated>2009-12-09T07:26:25Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: Basicly created the entire page - Gjs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{oc_ent}}&lt;br /&gt;
&lt;br /&gt;
{{oc ent}}&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that allows the use of points to &amp;quot;purchase&amp;quot; objects or trigger a entity.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
* '''targetname &amp;lt;target_source&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Defines the name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* '''Start Disabled? &amp;lt;0/1&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
* '''Is Shared? &amp;lt;0/1&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
Can all players chip in to buy this?&lt;br /&gt;
&lt;br /&gt;
* '''Announce Cash Needed? &amp;lt;0/1&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Tell the players how much cash they still need to purchase?&lt;br /&gt;
&lt;br /&gt;
* '''Purchase Sound &amp;lt;String&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Name of the GameSound entry for the sound to play on purchase. Also supports direct .wav filenames.&lt;br /&gt;
&lt;br /&gt;
* '''Cost of Purchase &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
* '''Max Points to take ( Shared Only ) &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
How many points should be taken from the player when they input purchase? 0 Means as much as needed&lt;br /&gt;
&lt;br /&gt;
* '''Name of Purchase &amp;lt;String&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Name of the purchase, which will appear in relay messages from this entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inputs==&lt;br /&gt;
&lt;br /&gt;
* '''Kill'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world. &lt;br /&gt;
&lt;br /&gt;
* '''KillHierarchy'''&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
* '''AddOutput &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care. &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;key&amp;gt; &amp;lt;value&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* '''FireUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.&lt;br /&gt;
&lt;br /&gt;
* '''Enable'''&lt;br /&gt;
&lt;br /&gt;
Enables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Disable'''&lt;br /&gt;
&lt;br /&gt;
Disables this entity.&lt;br /&gt;
&lt;br /&gt;
* '''Purchase'''&lt;br /&gt;
&lt;br /&gt;
Sends the activator's cash amount to this entity(right?).&lt;br /&gt;
&lt;br /&gt;
* '''SetPurchaseCost &amp;lt;float&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sets the cost to make a purchase.&lt;br /&gt;
&lt;br /&gt;
* '''SetPurchaseName &amp;lt;string&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Sets the name of the purchase, which will appear in relay messages from this entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outputs==&lt;br /&gt;
&lt;br /&gt;
* '''OnCashReduced'''&lt;br /&gt;
&lt;br /&gt;
* '''OnDisabled'''&lt;br /&gt;
&lt;br /&gt;
Fired when this entity is disabled.&lt;br /&gt;
&lt;br /&gt;
* '''OnNotEnoughCash'''&lt;br /&gt;
&lt;br /&gt;
Fired when an a player attempts to purchase but lacks the required cash.&lt;br /&gt;
&lt;br /&gt;
* '''OnPurchased'''&lt;br /&gt;
&lt;br /&gt;
Fired when the player successfully makes a purchase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''OnUser1-4'''&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. &lt;br /&gt;
&lt;br /&gt;
!activator = activator&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=User:Gjsdeath&amp;diff=372</id>
		<title>User:Gjsdeath</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=User:Gjsdeath&amp;diff=372"/>
				<updated>2009-06-14T15:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Gjsdeath|Gary]]&lt;br /&gt;
== About Me ==&lt;br /&gt;
Obsidian Conflict Player, Retired Halo2 Xbox Modder, overall computer modding and hardcore gamer.&lt;br /&gt;
I also came up with the idea for the Ion Rifle and the RTV for Obsidian Conflict, both projects are under construction, links to them on the wiki will be added once they are done.&lt;br /&gt;
[[Image:rtv_render00.png|thumb|right|400px|RTV.]]&lt;br /&gt;
[[Image:ion_rifle_concept.png|thumb|right|400px|Ion Rifle]]&lt;br /&gt;
== Projects/Concepts ==&lt;br /&gt;
*[http://www.obsidianconflict.net/forums/viewtopic.php?t=3213 RTV(Rebel Transport Vehicle)]&lt;br /&gt;
The RTV, also known as the Rebel Transport Vehicle is a nine passenger vehicle, used to transport rebels and supplies safely from one location to another.&lt;br /&gt;
&lt;br /&gt;
Armed with a high caliber weapon and with the weapons of the passengers, this vehicle will safely transport anything you can fit in the bed, such as weapon crates and any other supplies.&lt;br /&gt;
&lt;br /&gt;
The model is put together from vehicles and other props in HL2. &lt;br /&gt;
&lt;br /&gt;
Seats&lt;br /&gt;
:6 Passenger seats on the bed(player weapon enabled)&lt;br /&gt;
:1 Passenger seat in the Cab(player weapon enabled)&lt;br /&gt;
:Driver&lt;br /&gt;
:Gunner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://www.obsidianconflict.net/forums/viewtopic.php?t=3135 Ion Rifle]&lt;br /&gt;
Through reversed engineering of combine tech, the rebels were able to create a powerful weapon they call the Ion Rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two firing modes, first is a less powerful but is used in 3 round bursts, the secondary fire charges the weapon's super-capacitors and fires all the weapon's energy at once, though this requires a full battery.&lt;br /&gt;
&lt;br /&gt;
::The weapon is powered by modified combine batteries.&lt;br /&gt;
::Primary fire: 24 Rounds (8: 3 round bursts)&lt;br /&gt;
::Secondary fire: 1 Round&lt;br /&gt;
&lt;br /&gt;
Disadvantages;&lt;br /&gt;
::Limited Ammo&lt;br /&gt;
::If rounds are fired to fast the weapon becomes less accurate&lt;br /&gt;
&lt;br /&gt;
Advantages;&lt;br /&gt;
::Laser Sighted&lt;br /&gt;
::Powerful&lt;br /&gt;
&lt;br /&gt;
When charged will take down any zombie or soldier with one shot, anything that it doesn't kill will be heavily damaged and lit of fire.&lt;br /&gt;
&lt;br /&gt;
Also, I am not sure on the amounts of damage or recoil the weapon will have, we will have to do some testing to get all of it right.&lt;br /&gt;
&lt;br /&gt;
:Any ideas, suggestions, thoughts? Post them in my Talk page or[http://www.obsidianconflict.net/forums/viewtopic.php?t=3135 the topic at the Obsidian Conflict Forum!]&lt;br /&gt;
&lt;br /&gt;
== Contact Me ==&lt;br /&gt;
&lt;br /&gt;
:MSN: Gjsdeath@live.com&lt;br /&gt;
&lt;br /&gt;
:AIM: Gjsdeath&lt;br /&gt;
&lt;br /&gt;
:Yahoo: Request only.&lt;br /&gt;
&lt;br /&gt;
:Steam: http://steamcommunity.com/id/gjsdeath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
&lt;br /&gt;
*[http://www.obsidianconflict.net/ The Official Obsidian Conflict website]&lt;br /&gt;
*[http://www.obsidianconflict.net/ The Official Obsidian Conflict Forum][http://www.obsidianconflict.net/forums/profile.php?mode=register  |Register]&lt;br /&gt;
*[http://wiki.neic0.de/?title=Obsidian_Conflict The Official Obsidian Conflict Wiki]&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=User:Gjsdeath&amp;diff=371</id>
		<title>User:Gjsdeath</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=User:Gjsdeath&amp;diff=371"/>
				<updated>2009-06-14T15:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: /* Projects/Concepts */  added seats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Gjsdeath|Gary]]&lt;br /&gt;
== About Me ==&lt;br /&gt;
Obsidian Conflict Player, Retired Halo2 Xbox Modder, overall computer modding and hardcore gamer.&lt;br /&gt;
I also came up with the idea for the Ion Rifle and the RTV for Obsidian Conflict, both projects are under construction, links to them on the wiki will be added once they are done.&lt;br /&gt;
[[Image:rtv_render00.png|thumb|right|400px|RTV.]]&lt;br /&gt;
[[Image:ion_rifle_concept.png|thumb|right|400px|Ion Rifle]]&lt;br /&gt;
== Projects/Concepts ==&lt;br /&gt;
*[http://www.obsidianconflict.net/forums/viewtopic.php?t=3213 RTV(Rebel Transport Vehicle)]&lt;br /&gt;
The RTV, also known as the Rebel Transport Vehicle is a nine passenger vehicle, used to transport rebels and supplies safely from one location to another.&lt;br /&gt;
&lt;br /&gt;
Armed with a high caliber weapon and with the weapons of the passengers, this vehicle will safely transport anything you can fit in the bed, such as weapon crates and any other supplies.&lt;br /&gt;
&lt;br /&gt;
The model is put together from vehicles and other props in HL2. &lt;br /&gt;
&lt;br /&gt;
Seats&lt;br /&gt;
:6 Passenger seats on the bed(player weapon enabled)&lt;br /&gt;
:1 Passenger seat in the Cab(player weapon enabled)&lt;br /&gt;
:Driver&lt;br /&gt;
:Gunner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://www.obsidianconflict.net/forums/viewtopic.php?t=3135 Ion Rifle]&lt;br /&gt;
Through reversed engineering of combine tech, the rebels were able to create a powerful weapon they call the Ion Rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two firing modes, first is a less powerful but is used in 3 round bursts, the secondary fire charges the weapon's super-capacitors and fires all the weapon's energy at once, though this requires a full battery.&lt;br /&gt;
&lt;br /&gt;
::The weapon is powered by modified combine batteries.&lt;br /&gt;
::Primary fire: 24 Rounds (8: 3 round bursts)&lt;br /&gt;
::Secondary fire: 1 Round&lt;br /&gt;
&lt;br /&gt;
Disadvantages;&lt;br /&gt;
::Limited Ammo&lt;br /&gt;
::If rounds are fired to fast the weapon becomes less accurate&lt;br /&gt;
&lt;br /&gt;
Advantages;&lt;br /&gt;
::Laser Sighted&lt;br /&gt;
::Powerful&lt;br /&gt;
&lt;br /&gt;
When charged will take down any zombie or soldier with one shot, anything that it doesn't kill will be heavily damaged and lit of fire.&lt;br /&gt;
&lt;br /&gt;
Also, I am not sure on the amounts of damage or recoil the weapon will have, we will have to do some testing to get all of it right.&lt;br /&gt;
&lt;br /&gt;
:Any ideas, suggestions, thoughts? Post them in my Talk page or[http://www.obsidianconflict.net/forums/viewtopic.php?t=3135 the topic at the Obsidian Conflict Forum!]&lt;br /&gt;
&lt;br /&gt;
== Contact Me ==&lt;br /&gt;
&lt;br /&gt;
:MSN: Gjsdeath@live.com&lt;br /&gt;
&lt;br /&gt;
:AIM: Gjsdeath&lt;br /&gt;
&lt;br /&gt;
:Yahoo: Request only.&lt;br /&gt;
&lt;br /&gt;
:Steam: http://steamcommunity.com/id/gjsdeath&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=File:Ion_rifle_concept.png&amp;diff=370</id>
		<title>File:Ion rifle concept.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=File:Ion_rifle_concept.png&amp;diff=370"/>
				<updated>2009-06-14T04:37:14Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=File:Rtv_render00.png&amp;diff=369</id>
		<title>File:Rtv render00.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=File:Rtv_render00.png&amp;diff=369"/>
				<updated>2009-06-14T04:36:48Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: &lt;/p&gt;
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		<author><name>Gjsdeath</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=User:Gjsdeath&amp;diff=368</id>
		<title>User:Gjsdeath</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=User:Gjsdeath&amp;diff=368"/>
				<updated>2009-06-14T04:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;Gjsdeath: New page: Gary == About Me == Obsidian Conflict Player, Retired Halo2 Xbox Modder, overall computer modding and hardcore gamer. I also came up with the idea for the Ion Rifle and t...&lt;/p&gt;
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&lt;div&gt;[[User:Gjsdeath|Gary]]&lt;br /&gt;
== About Me ==&lt;br /&gt;
Obsidian Conflict Player, Retired Halo2 Xbox Modder, overall computer modding and hardcore gamer.&lt;br /&gt;
I also came up with the idea for the Ion Rifle and the RTV for Obsidian Conflict, both projects are under construction, links to them on the wiki will be added once they are done.&lt;br /&gt;
[[Image:rtv_render00.png|thumb|right|400px|RTV.]]&lt;br /&gt;
[[Image:ion_rifle_concept.png|thumb|right|400px|Ion Rifle]]&lt;br /&gt;
== Projects/Concepts ==&lt;br /&gt;
*[http://www.obsidianconflict.net/forums/viewtopic.php?t=3213 RTV(Rebel Transport Vehicle)]&lt;br /&gt;
The RTV, also known as the Rebel Transport Vehicle is a nine person vehicle, used to transport rebels and supplies safely from one location to another.&lt;br /&gt;
&lt;br /&gt;
Armed with a high caliber weapon and with the weapons of the passengers, this vehicle will safely transport anything you can fit in the bed, such as weapon crates and any other supplies.&lt;br /&gt;
&lt;br /&gt;
The model is put together from vehicles and other props in HL2. &lt;br /&gt;
&lt;br /&gt;
*[http://www.obsidianconflict.net/forums/viewtopic.php?t=3135 Ion Rifle]&lt;br /&gt;
Through reversed engineering of combine tech found, the rebels were able to create a powerful weapon they call the Ion Rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two firing modes, first is a less powerful but is used in 3 round bursts, the secondary fire charges the weapon's super-capacitors and fires all the weapon's energy at once, though this requires a full battery.&lt;br /&gt;
&lt;br /&gt;
::The weapon is powered by modified combine batteries.&lt;br /&gt;
::Primary fire: 24 Rounds (8: 3 round bursts)&lt;br /&gt;
::Secondary fire: 1 Round&lt;br /&gt;
&lt;br /&gt;
Disadvantages;&lt;br /&gt;
::Limited Ammo&lt;br /&gt;
::If rounds are fired to fast the weapon become less accurate&lt;br /&gt;
&lt;br /&gt;
Advantages;&lt;br /&gt;
::Laser Sighted&lt;br /&gt;
::Powerful&lt;br /&gt;
&lt;br /&gt;
When charged will take down any zombie or soldier with one shot, anything that it doesn't kill will be heavily damaged and lit of fire.&lt;br /&gt;
&lt;br /&gt;
Also, I am not sure on the amounts of damage or recoil the weapon will have, we will have to do some testing to get all of it right.&lt;br /&gt;
&lt;br /&gt;
:Any ideas, suggestions, thoughts? Post them in my Talk page or[http://www.obsidianconflict.net/forums/viewtopic.php?t=3135 the topic at the Obsidian Conflict Forum!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contact Me ==&lt;br /&gt;
&lt;br /&gt;
:MSN: Gjsdeath@live.com&lt;br /&gt;
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:AIM: Gjsdeath&lt;br /&gt;
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:Yahoo: Request only.&lt;br /&gt;
&lt;br /&gt;
:Steam: http://steamcommunity.com/id/gjsdeath&lt;/div&gt;</summary>
		<author><name>Gjsdeath</name></author>	</entry>

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