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		<id>https://wiki.nomoreroominhell.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grasn</id>
		<title>No More Room in Hell - User contributions [en]</title>
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		<updated>2026-05-04T05:14:37Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Nav_Blocker_Setup&amp;diff=1041</id>
		<title>Nav Blocker Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Nav_Blocker_Setup&amp;diff=1041"/>
				<updated>2014-03-08T03:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: Created page with &amp;quot;Category:EntitySetup  ==func_nav_blocker== func_nav_blocker is a brush entity that can block nav areas, used to restrict NPCs from crossing over nav areas.  '''Note:''' Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
==func_nav_blocker==&lt;br /&gt;
func_nav_blocker is a brush entity that can block nav areas, used to restrict NPCs from crossing over nav areas.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The entity will NOT start to block automatically: it must first be activated with the BlockNav input (use a logic_auto with OnMapSpawn).&lt;br /&gt;
&lt;br /&gt;
''Keyvalues''&lt;br /&gt;
* Targetname: The targetname that other entities refer to this entity by.&lt;br /&gt;
* Team(s) to block: Team(s) this entity should block&lt;br /&gt;
** Currently only available for zombies, maybe later for NG's&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The ''func_nav_blocker'' entity contains inputs to enable or disable itself.''&lt;br /&gt;
* BlockNav: To block&lt;br /&gt;
* UnblockNav: To unblock&lt;br /&gt;
&lt;br /&gt;
More info coming soon.&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Mapping&amp;diff=1040</id>
		<title>Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Mapping&amp;diff=1040"/>
				<updated>2014-03-08T02:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is the jump page for mapping NMRiH. Here you can find various guides and helpful topics regarding mapping and level design.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
&amp;lt;table width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;'''Level Design Concepts/Technicals'''&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;'''NMRiH Specific Entities'''&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;'''Gamemode Related'''&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;Visibility&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Zombie_Spawning_Setup|Zombie Spawning]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Survival_Setup|Survival Gamemode Setup]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Player_Spawning_Setup|Player Spawning]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Objectives_Setup|Objectives Gamemode Setup]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Nav_Blocker_Setup|Nav Blocker]]&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Extraction_Setup|Extraction]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Barricading_Setup|Barricades]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td&amp;gt;[[Item_Spawning_Setup|Item Spawning]]&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;/center&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Level Design Concepts/Technicals ==&lt;br /&gt;
&lt;br /&gt;
=== Visability ===&lt;br /&gt;
''Jump to the article: ''[[Visability]]&lt;br /&gt;
&lt;br /&gt;
This is some text to go here. Please fill it up with meaningful text that supports the title of the article. Lorum Ipsum lorumipsum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NMRiH Specific Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Zombie Spawning ===&lt;br /&gt;
''Jump to the article: ''[[Zombie_Spawning_Setup|Zombie Spawning Setup]]&lt;br /&gt;
&lt;br /&gt;
You need to complete this section of spawn brush setup for both Objective and Survival game modes. A requirement for the spawn system is to have a overlord_zombie_helper entity within the map.&lt;br /&gt;
&lt;br /&gt;
=== Player Spawning ===&lt;br /&gt;
''Jump to the article: ''[[Player_Spawning_Setup|Player Spawning Setup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell uses the info_player_nmrih entity as the player spawn point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gamemode Related ==&lt;br /&gt;
&lt;br /&gt;
=== Survival Gamemode Setup ===&lt;br /&gt;
''Jump to the article: ''[[Survival_Setup|Survival Setup]]&lt;br /&gt;
&lt;br /&gt;
Introduced in patch 1.03, Survival is a wave-based game mode where the survivors try to hold out against waves of the zombie horde while defending up to six separate &amp;quot;safe zones&amp;quot;. Survival maps use the NMS_ prefix. &lt;br /&gt;
&lt;br /&gt;
=== Objectives Gamemode Setup ===&lt;br /&gt;
''Jump to the article: ''[[Objectives_Setup|Objectives Gamemode Setup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell uses a slightly unique system for having objective gameplay in its maps. The system may seem a little complex at first but is quite flexible.&lt;br /&gt;
&lt;br /&gt;
=== Extraction ===&lt;br /&gt;
''Jump to the article: ''[[Extraction_Setup|Extraction Setup]]&lt;br /&gt;
&lt;br /&gt;
At each of your chosen extraction points, place a nmrih_extract_point entity.&lt;br /&gt;
&lt;br /&gt;
=== Barricades ===&lt;br /&gt;
''Jump to the article: ''[[Barricading_Setup|Barricading Setup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell uses an external system for barricade points. However, the process for this is quite simple. In order for your map to use barricading, you need to place nmrih_barricade_point entities &lt;br /&gt;
&lt;br /&gt;
=== Item Spawning ===&lt;br /&gt;
''Jump to the article: ''[[Item_Spawning_Setup|Item Spawning Setup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo. There are two ways of spawning items: directly (via classname), and randomly.&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1030</id>
		<title>Zombie Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1030"/>
				<updated>2014-02-21T22:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Navigation Mesh Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
=Spawn Brush Setup=&lt;br /&gt;
[[File:Func_zombie_spawns_should_be_single_entities.jpg|thumb|Don't combine multiple brushes as seen here.]]&lt;br /&gt;
You need to complete this section of spawn brush setup for both Objective and Survival game modes.&lt;br /&gt;
&lt;br /&gt;
You are required to have a single [[overlord_zombie_helper]] entity anywhere in your map. This step is important.&lt;br /&gt;
&lt;br /&gt;
You also need your func_zombie_spawn brush entities throughout your map where you want zombies to spawn (see Objective/Survival setup below for details). Try to avoid connecting multiple brushes with large gaps into one entity.&lt;br /&gt;
&lt;br /&gt;
While func_zombie_spawns CAN support multiple stories of a building, it is recommended to separate your floors. Each zone should be 1-100 units high, 1-2000 units above the ground, and at least 13 units from walls. With displacement surfaces you can set a single func_zombie_spawn above the highest point in the displacement.&lt;br /&gt;
&lt;br /&gt;
The following two sections have details on where to place your spawn brushes on the map depending on your map type.&lt;br /&gt;
&lt;br /&gt;
==Objective Spawn Brush Setup==&lt;br /&gt;
:Objective mode features a dynamic gameplay where players roam a map which is usually filled with zombies wherever they go. With these maps, the spawn system will automatically fill your func_zombie_spawns while they are enabled as the players roam and complete objectives.&lt;br /&gt;
:&lt;br /&gt;
:Set up one spawn brush per room or hallway, and try to split larger outdoor zones into logical zones where players can't see separate areas. Large fully visible areas should be one large zone with a high spawn density.&lt;br /&gt;
:&lt;br /&gt;
:While enabled, the func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. &amp;quot;10&amp;quot; is 10x normal zombies. &amp;quot;.1&amp;quot; is 10% normal zombies.&lt;br /&gt;
:&lt;br /&gt;
:Zones will replace dead zombies with live ones over a period of time. You can adjust this by setting spawn_regen_target to any value between 0 and 1. If you would like a zone to not replace dead zombies at all, set spawn_regen_target to 0.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==Survival Spawn Brush Setup==&lt;br /&gt;
:Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. spawn_density and spawn_regen_target are ignored in survival mode, see [[Survival Setup]] for controlling the waves of zombies in survival mode.&lt;br /&gt;
&lt;br /&gt;
=Navigation Mesh Setup=&lt;br /&gt;
'''Required for both Objective &amp;amp; Survival maps.'''&lt;br /&gt;
&lt;br /&gt;
Once you have set up your Spawn Brushes, you will need to setup the Zombie navigation. Navigation is now controlled with nav meshes; this means you must create a .nav file in order for the func_zombie_spawn brushes to activate properly&lt;br /&gt;
&lt;br /&gt;
To create a .nav you must&lt;br /&gt;
* Start NMRiH up and load your map as a local server (highly recommended that you compile the newest version of your map for this purpose)&lt;br /&gt;
* Type sv_cheats 1 into the console (` to open console) and hit enter&lt;br /&gt;
* Type sv_idle_autokick_enabled 0 into console and hit enter&lt;br /&gt;
* Type nav_generate into console and hit enter&lt;br /&gt;
&lt;br /&gt;
Depending on how big and complex the map is, the process will take a few minutes to a few hours.&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1029</id>
		<title>Zombie Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1029"/>
				<updated>2014-02-17T22:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
=Spawn Brush Setup=&lt;br /&gt;
[[File:Func_zombie_spawns_should_be_single_entities.jpg|thumb|Don't combine multiple brushes as seen here.]]&lt;br /&gt;
You need to complete this section of spawn brush setup for both Objective and Survival game modes.&lt;br /&gt;
&lt;br /&gt;
You are required to have a single [[overlord_zombie_helper]] entity anywhere in your map. This step is important.&lt;br /&gt;
&lt;br /&gt;
You also need your func_zombie_spawn brush entities throughout your map where you want zombies to spawn (see Objective/Survival setup below for details). Try to avoid connecting multiple brushes with large gaps into one entity.&lt;br /&gt;
&lt;br /&gt;
While func_zombie_spawns CAN support multiple stories of a building, it is recommended to separate your floors. Each zone should be 1-100 units high, 1-2000 units above the ground, and at least 13 units from walls. With displacement surfaces you can set a single func_zombie_spawn above the highest point in the displacement.&lt;br /&gt;
&lt;br /&gt;
The following two sections have details on where to place your spawn brushes on the map depending on your map type.&lt;br /&gt;
&lt;br /&gt;
==Objective Spawn Brush Setup==&lt;br /&gt;
:Objective mode features a dynamic gameplay where players roam a map which is usually filled with zombies wherever they go. With these maps, the spawn system will automatically fill your func_zombie_spawns while they are enabled as the players roam and complete objectives.&lt;br /&gt;
:&lt;br /&gt;
:Set up one spawn brush per room or hallway, and try to split larger outdoor zones into logical zones where players can't see separate areas. Large fully visible areas should be one large zone with a high spawn density.&lt;br /&gt;
:&lt;br /&gt;
:While enabled, the func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. &amp;quot;10&amp;quot; is 10x normal zombies. &amp;quot;.1&amp;quot; is 10% normal zombies.&lt;br /&gt;
:&lt;br /&gt;
:Zones will replace dead zombies with live ones over a period of time. You can adjust this by setting spawn_regen_target to any value between 0 and 1. If you would like a zone to not replace dead zombies at all, set spawn_regen_target to 0.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==Survival Spawn Brush Setup==&lt;br /&gt;
:Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. spawn_density and spawn_regen_target are ignored in survival mode, see [[Survival Setup]] for controlling the waves of zombies in survival mode.&lt;br /&gt;
&lt;br /&gt;
=Navigation Mesh Setup=&lt;br /&gt;
'''Required for both Objective &amp;amp; Survival maps.'''&lt;br /&gt;
&lt;br /&gt;
Once you have set up your Spawn Brushes, you will need to setup the Zombie navigation. Navigation is now controlled with nav meshes; this means you must create a .nav file in order for the func_zombie_spawn brushes to activate properly&lt;br /&gt;
&lt;br /&gt;
To create a .nav you must&lt;br /&gt;
* Start NMRiH up and load your map as a local server (highly recommended that you compile the newest version of your map for this purpose)&lt;br /&gt;
* Type sv_cheats 0 into the console (` to open console) and hit enter&lt;br /&gt;
* Type sv_idle_autokick_enabled 0 into console and hit enter&lt;br /&gt;
* Type nav_generate into console and hit enter&lt;br /&gt;
&lt;br /&gt;
Depending on how big and complex the map is, the process will take a few minutes to a few hours.&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1011</id>
		<title>Zombie Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1011"/>
				<updated>2014-02-06T19:18:57Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Single Zombie Spawning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
=Spawn Brush Setup=&lt;br /&gt;
[[File:Func_zombie_spawns_should_be_single_entities.jpg|thumb|Don't combine multiple brushes as seen here.]]&lt;br /&gt;
You need to complete this section of spawn brush setup for both Objective and Survival game modes.&lt;br /&gt;
&lt;br /&gt;
You are required to have a single [[overlord_zombie_helper]] entity anywhere in your map. This step is important.&lt;br /&gt;
&lt;br /&gt;
You also need your func_zombie_spawn brush entities throughout your map where you want zombies to spawn (see Objective/Survival setup below for details). Try to avoid connecting multiple brushes with large gaps into one entity.&lt;br /&gt;
&lt;br /&gt;
While func_zombie_spawns CAN support multiple stories of a building, it is recommended to separate your floors. Each zone should be 1-100 units high, 1-2000 units above the ground, and at least 13 units from walls. With displacement surfaces you can set a single func_zombie_spawn above the highest point in the displacement.&lt;br /&gt;
&lt;br /&gt;
The following two sections have details on where to place your spawn brushes on the map depending on your map type.&lt;br /&gt;
&lt;br /&gt;
==Objective Spawn Brush Setup==&lt;br /&gt;
:Objective mode features a dynamic gameplay where players roam a map which is usually filled with zombies wherever they go. With these maps, the spawn system will automatically fill your func_zombie_spawns while they are enabled as the players roam and complete objectives.&lt;br /&gt;
:&lt;br /&gt;
:Set up one spawn brush per room or hallway, and try to split larger outdoor zones into logical zones where players can't see separate areas. Large fully visible areas should be one large zone with a high spawn density.&lt;br /&gt;
:&lt;br /&gt;
:While enabled, the func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. &amp;quot;10&amp;quot; is 10x normal zombies. &amp;quot;.1&amp;quot; is 10% normal zombies.&lt;br /&gt;
:&lt;br /&gt;
:Zones will replace dead zombies with live ones over a period of time. You can adjust this by setting spawn_regen_target to any value between 0 and 1. If you would like a zone to not replace dead zombies at all, set spawn_regen_target to 0.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==Survival Spawn Brush Setup==&lt;br /&gt;
:Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. spawn_density and spawn_regen_target are ignored in survival mode, see [[Survival Setup]] for controlling the waves of zombies in survival mode.&lt;br /&gt;
&lt;br /&gt;
==Single Zombie Spawning==&lt;br /&gt;
Point entity's used to manually spawn individual zombies outside of the normal spawning system. Useful for fine tuning extraction waves and triggered events, singular bursts of runners or kids etc. If the path corner value is defined the spawned zombies will first target the defined path corner and continue along any further path tracks until they spot a survivor.&lt;br /&gt;
&lt;br /&gt;
: To spawn a single zombie you can create one of the following entities:&lt;br /&gt;
:&lt;br /&gt;
* npc_nmrih_shamblerzombie (spawn a single normal zombie)&lt;br /&gt;
* npc_nmrih_runnerzombie (spawn a single runner)&lt;br /&gt;
* npc_nmrih_kidzombie (spawn a single kid)&lt;br /&gt;
&lt;br /&gt;
Thanks to durkhaz&lt;br /&gt;
&lt;br /&gt;
=Navigation Mesh Setup=&lt;br /&gt;
'''Required for both Objective &amp;amp; Survival maps.'''&lt;br /&gt;
&lt;br /&gt;
Once you have set up your Spawn Brushes, you will need to setup the Zombie navigation. Navigation is now controlled with nav meshes; this means you must create a .nav file in order for the func_zombie_spawn brushes to activate properly&lt;br /&gt;
&lt;br /&gt;
To create a .nav you must&lt;br /&gt;
* Start NMRiH up and load your map as a local server (highly recommended that you compile the newest version of your map for this purpose)&lt;br /&gt;
* Type sv_cheats 0 into the console (` to open console) and hit enter&lt;br /&gt;
* Type sv_idle_autokick_enabled 0 into console and hit enter&lt;br /&gt;
* Type nav_generate into console and hit enter&lt;br /&gt;
&lt;br /&gt;
Depending on how big and complex the map is, the process will take a few minutes to a few hours.&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1010</id>
		<title>Zombie Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Zombie_Spawning_Setup&amp;diff=1010"/>
				<updated>2014-02-06T19:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
=Spawn Brush Setup=&lt;br /&gt;
[[File:Func_zombie_spawns_should_be_single_entities.jpg|thumb|Don't combine multiple brushes as seen here.]]&lt;br /&gt;
You need to complete this section of spawn brush setup for both Objective and Survival game modes.&lt;br /&gt;
&lt;br /&gt;
You are required to have a single [[overlord_zombie_helper]] entity anywhere in your map. This step is important.&lt;br /&gt;
&lt;br /&gt;
You also need your func_zombie_spawn brush entities throughout your map where you want zombies to spawn (see Objective/Survival setup below for details). Try to avoid connecting multiple brushes with large gaps into one entity.&lt;br /&gt;
&lt;br /&gt;
While func_zombie_spawns CAN support multiple stories of a building, it is recommended to separate your floors. Each zone should be 1-100 units high, 1-2000 units above the ground, and at least 13 units from walls. With displacement surfaces you can set a single func_zombie_spawn above the highest point in the displacement.&lt;br /&gt;
&lt;br /&gt;
The following two sections have details on where to place your spawn brushes on the map depending on your map type.&lt;br /&gt;
&lt;br /&gt;
==Objective Spawn Brush Setup==&lt;br /&gt;
:Objective mode features a dynamic gameplay where players roam a map which is usually filled with zombies wherever they go. With these maps, the spawn system will automatically fill your func_zombie_spawns while they are enabled as the players roam and complete objectives.&lt;br /&gt;
:&lt;br /&gt;
:Set up one spawn brush per room or hallway, and try to split larger outdoor zones into logical zones where players can't see separate areas. Large fully visible areas should be one large zone with a high spawn density.&lt;br /&gt;
:&lt;br /&gt;
:While enabled, the func_zombie_spawn brushes will automatically fill with zombies the closer the players get to them. If you think there are too many or too few zombies in a specific spawn brush, set the spawn_density to a value between .1 and 10. &amp;quot;10&amp;quot; is 10x normal zombies. &amp;quot;.1&amp;quot; is 10% normal zombies.&lt;br /&gt;
:&lt;br /&gt;
:Zones will replace dead zombies with live ones over a period of time. You can adjust this by setting spawn_regen_target to any value between 0 and 1. If you would like a zone to not replace dead zombies at all, set spawn_regen_target to 0.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==Survival Spawn Brush Setup==&lt;br /&gt;
:Set up func_zombie_spawn brushes around the perimeter of your map where the zombies should come from. spawn_density and spawn_regen_target are ignored in survival mode, see [[Survival Setup]] for controlling the waves of zombies in survival mode.&lt;br /&gt;
&lt;br /&gt;
==Single Zombie Spawning==&lt;br /&gt;
Point entity's used to manually spawn individual zombies outside of the normal spawning system. Useful for fine tuning extraction waves and triggered events, singular bursts of runners or kids etc. If the path corner value is defined the spawned zombies will first target the defined path corner and continue along any further path tracks until they spot a survivor.&lt;br /&gt;
&lt;br /&gt;
: To spawn a single zombie you can create one of the following entities:&lt;br /&gt;
:&lt;br /&gt;
* npc_nmrih_shamblerzombie (spawn a single normal zombie)&lt;br /&gt;
* npc_nmrih_runnerzombie (spawn a single runner)&lt;br /&gt;
* npc_nmrih_kidzombie (spawn a single kid)&lt;br /&gt;
&lt;br /&gt;
=Navigation Mesh Setup=&lt;br /&gt;
'''Required for both Objective &amp;amp; Survival maps.'''&lt;br /&gt;
&lt;br /&gt;
Once you have set up your Spawn Brushes, you will need to setup the Zombie navigation. Navigation is now controlled with nav meshes; this means you must create a .nav file in order for the func_zombie_spawn brushes to activate properly&lt;br /&gt;
&lt;br /&gt;
To create a .nav you must&lt;br /&gt;
* Start NMRiH up and load your map as a local server (highly recommended that you compile the newest version of your map for this purpose)&lt;br /&gt;
* Type sv_cheats 0 into the console (` to open console) and hit enter&lt;br /&gt;
* Type sv_idle_autokick_enabled 0 into console and hit enter&lt;br /&gt;
* Type nav_generate into console and hit enter&lt;br /&gt;
&lt;br /&gt;
Depending on how big and complex the map is, the process will take a few minutes to a few hours.&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=1003</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=1003"/>
				<updated>2014-02-05T13:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Weapon Classnames (Grouped by Category) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* archery&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_500a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** archery&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_etool&lt;br /&gt;
*** me_fubar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_grenade&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
** items&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_extinguisher&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
*** item_bandages&lt;br /&gt;
*** item_first_aid&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_pills&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammobox_arrow&lt;br /&gt;
*** ammobox_flare&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=902</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=902"/>
				<updated>2013-12-31T11:58:36Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Weapon Classnames (Grouped by Category) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* archery&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_500a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** archery&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_grenade&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
** items&lt;br /&gt;
*** tool_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammobox_arrow&lt;br /&gt;
*** ammobox_flare&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=724</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=724"/>
				<updated>2013-11-08T04:07:47Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Weapon Classnames (Grouped by Category) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* archery&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_550a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** archery&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_grenade&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
** items&lt;br /&gt;
*** item_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammobox_arrow&lt;br /&gt;
*** ammobox_flare&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=723</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=723"/>
				<updated>2013-11-08T04:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Allowed Category Keywords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* archery&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_550a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** bow&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
*** weapon_grenade&lt;br /&gt;
** items&lt;br /&gt;
*** item_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammobox_arrow&lt;br /&gt;
*** ammobox_flare&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=722</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=722"/>
				<updated>2013-11-08T04:00:12Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Weapon Classnames (Grouped by Category) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* bow&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_550a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** bow&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
*** weapon_grenade&lt;br /&gt;
** items&lt;br /&gt;
*** item_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammobox_arrow&lt;br /&gt;
*** ammobox_flare&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=721</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=721"/>
				<updated>2013-11-08T03:46:21Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Allowed Category Keywords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* bow&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_550a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** bow&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
*** weapon_grenade&lt;br /&gt;
** items&lt;br /&gt;
*** item_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammo_arrow_box&lt;br /&gt;
*** ammo_arrow_single&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=720</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=720"/>
				<updated>2013-11-08T03:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Weapon Classnames (Grouped by Category) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_550a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
*** bow&lt;br /&gt;
**** bow_deerhunter&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
*** weapon_grenade&lt;br /&gt;
** items&lt;br /&gt;
*** item_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammo_arrow_box&lt;br /&gt;
*** ammo_arrow_single&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=715</id>
		<title>Item Spawning Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Item_Spawning_Setup&amp;diff=715"/>
				<updated>2013-11-07T17:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: /* Weapon Classnames (Grouped by Category) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:EntitySetup]]&lt;br /&gt;
&lt;br /&gt;
No More Room in Hell has a customized system of spawning items, weapons, and ammo.&lt;br /&gt;
&lt;br /&gt;
There are two ways of spawning items: directly (via classname), and randomly.&lt;br /&gt;
&lt;br /&gt;
NOTE: As usual, if you guys have any questions about this please let me know!&lt;br /&gt;
&lt;br /&gt;
==Setting up Item Spawning==&lt;br /&gt;
===To get item spawning working in your map===&lt;br /&gt;
&lt;br /&gt;
'''Directly'''&lt;br /&gt;
Simply add one of the item entities to your map.  The names of these entities correspond to the classname of the items.  See below for a link to the full list of classnames.&lt;br /&gt;
Directly spawned weapons do not have the option to spawn with a random amount of ammo.  These weapons will always spawn with the maximum amount of ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Randomly'''&lt;br /&gt;
No More Room in Hell's random spawner may be familiar to those of you who have previously done mapping for ZP:S.&lt;br /&gt;
In order to use the random spawner, add the '''random_spawner''' entity at the places you would like to spawn items.  Configuration of the random spawner is simple.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The values set for all options on the random spawner are in %.  For example, a value of '25' means that item has a 25% chance to spawn.&lt;br /&gt;
** If the total value goes over 100, the values will be normalized such that the total is 100.&lt;br /&gt;
** If the total value is under 100, then there will be a chance for nothing to spawn.&lt;br /&gt;
&lt;br /&gt;
* When in Smart Edit mode, the spawner lists a number of keywords that it is able to spawn.  For example ''any'' includes any available item, ''firearm'' includes all firearms, ''melee'' includes all melée weapons, etc.&lt;br /&gt;
&lt;br /&gt;
* In order to further customize the spawner, turn off Smart Edit mode.&lt;br /&gt;
** When not in smart edit mode, you may add entries for individual items.&lt;br /&gt;
** Add a new key whose name is the classname of the item you would like to spawn.&lt;br /&gt;
** As before, the value is the chance for this item to spawn (in %).&lt;br /&gt;
** Keywords are also accepted when not in smart edit.&lt;br /&gt;
&lt;br /&gt;
* Two additional options, '''Ammo Fill Min''' and '''Ammo Fill Max''' control how much ammo the selected weapon will spawn with.  These are based on percentages of the maximum ammo count: 100 means 100% of maximum capacity, 0 means 0% of maximum capacity (i.e. empty).&lt;br /&gt;
&lt;br /&gt;
A full list of item classnames and accepted keywords may be found [[#List_of_Items|here]].&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
The following entity has a 25% chance to spawn ANYTHING, 30% chance to spawn a FIREARM, 15% chance to spawn a MELEE weapon, and 5% chance to spawn AMMO (leaving 25% chance to spawn NOTHING):&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_1.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
The following entity has a 35% chance to spawn M92FS, 45% chance to spawn SW686, 5% chance to spawn SV10, 15% chance to spawn BASEBALL BAT:&lt;br /&gt;
[img]http://i12.photobucket.com/albums/a225/ssba/nmrih/random_spawn_example_2.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
==Limiting Spawns==&lt;br /&gt;
In addition to this entity, there is also the ability to limit the total number of spawned items per round.&lt;br /&gt;
&lt;br /&gt;
To do this, add a random_spawner_controller entity to your map.  The configuration for this entity works exactly the same as the random_spawner, except the values are interpreted as the maximum count of each type instead of a percentage.  The spawner accepts all keywords listed below as well as any direct item names.&lt;br /&gt;
&lt;br /&gt;
Spawn amounts are based on the most restrictive count.  So, if you have 'any' set to 3 and 'firearm' set to 5, only 3 items will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
Be sure to not include any items you don't want to restrict!  If any property is set to 0, that means that none of that type will be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How the Limiter Works===&lt;br /&gt;
&lt;br /&gt;
The limiter is quite simple in functionality.&lt;br /&gt;
&lt;br /&gt;
* When all ''random_spawner'' entities are initially loaded, their spawn requests (i.e. what they would have spawned without a limiter) are sent to the limiter.&lt;br /&gt;
* After level load, the limiter randomly picks from the list of requests to spawn until either the request list is empty or all limits have been reached.&lt;br /&gt;
* Any ''random_spawner'' entity that requests a spawn after level load are immediately either spawned or rejected.&lt;br /&gt;
&lt;br /&gt;
==List of Items==&lt;br /&gt;
===Allowed Category Keywords===&lt;br /&gt;
* any&lt;br /&gt;
* ammo&lt;br /&gt;
* explosive&lt;br /&gt;
* firearm&lt;br /&gt;
* handgun&lt;br /&gt;
* item&lt;br /&gt;
* machinegun&lt;br /&gt;
* melee&lt;br /&gt;
* military&lt;br /&gt;
* rifle&lt;br /&gt;
* shotgun&lt;br /&gt;
&lt;br /&gt;
===Weapon Classnames (Grouped by Category)===&lt;br /&gt;
* any&lt;br /&gt;
** firearm&lt;br /&gt;
*** handgun&lt;br /&gt;
**** fa_1911&lt;br /&gt;
**** fa_glock17&lt;br /&gt;
**** fa_mkii&lt;br /&gt;
**** fa_sw686&lt;br /&gt;
**** fa_m92fs&lt;br /&gt;
*** rifle&lt;br /&gt;
**** fa_1022&lt;br /&gt;
**** fa_cz858&lt;br /&gt;
**** fa_sako85&lt;br /&gt;
**** fa_sks&lt;br /&gt;
*** shotgun&lt;br /&gt;
**** fa_550a&lt;br /&gt;
**** fa_870&lt;br /&gt;
**** fa_superx3&lt;br /&gt;
**** fa_sv10&lt;br /&gt;
**** fa_winchester1892&lt;br /&gt;
*** machinegun&lt;br /&gt;
**** fa_mac10&lt;br /&gt;
*** military&lt;br /&gt;
**** fa_mp5a3&lt;br /&gt;
**** fa_m16a4&lt;br /&gt;
** melee&lt;br /&gt;
*** me_axe_fire&lt;br /&gt;
*** me_bat_metal&lt;br /&gt;
*** me_chainsaw&lt;br /&gt;
*** me_crowbar&lt;br /&gt;
*** me_hatchet&lt;br /&gt;
*** me_kitknife&lt;br /&gt;
*** me_machete&lt;br /&gt;
*** me_pipe_lead&lt;br /&gt;
*** me_shovel&lt;br /&gt;
*** me_sledge&lt;br /&gt;
*** me_wrench&lt;br /&gt;
** explosive&lt;br /&gt;
*** exp_molotov&lt;br /&gt;
*** exp_tnt&lt;br /&gt;
*** weapon_grenade&lt;br /&gt;
** items&lt;br /&gt;
*** item_extinguisher&lt;br /&gt;
*** item_maglite&lt;br /&gt;
*** item_walkietalkie&lt;br /&gt;
*** tool_barricade&lt;br /&gt;
*** tool_flare_gun&lt;br /&gt;
** ammo&lt;br /&gt;
*** ammobox_9mm&lt;br /&gt;
*** ammobox_45acp&lt;br /&gt;
*** ammobox_357&lt;br /&gt;
*** ammobox_12gauge&lt;br /&gt;
*** ammobox_22lr&lt;br /&gt;
*** ammobox_308&lt;br /&gt;
*** ammobox_556&lt;br /&gt;
*** ammobox_762mm&lt;br /&gt;
*** ammobox_board&lt;br /&gt;
*** ammobox_fuel&lt;br /&gt;
&lt;br /&gt;
==Video Tutorial==&lt;br /&gt;
&lt;br /&gt;
[http://youtu.be/PFzhSnaGUBU Random Spawner - NMRiH Tutorial ]&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=NMRiH_german&amp;diff=642</id>
		<title>NMRiH german</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=NMRiH_german&amp;diff=642"/>
				<updated>2013-10-30T14:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Translations]]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' The &amp;quot;_short&amp;quot; weapon name entries should be no longer than 12-13 characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;lang&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
&amp;quot;Language&amp;quot; &amp;quot;Deutsch (German)&amp;quot; &lt;br /&gt;
&amp;quot;Tokens&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Map_Time&amp;quot;			&amp;quot;Zeit pro Karte&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Extract_Min&amp;quot;			&amp;quot;Evakuierungs Min&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Extract_Max&amp;quot;			&amp;quot;Evakuierungs Max&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_FriendlyFire&amp;quot;			&amp;quot;Teambeschuss&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_RealismMode&amp;quot;			&amp;quot;Realismus Modus&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_HardcoreSurvival&amp;quot;		&amp;quot;Hardcore Überleben&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Practice_Starting&amp;quot;		&amp;quot;Nicht genug Spieler um zu beginnen. Starte Übungsmodus.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Practice_Ending&amp;quot;			&amp;quot;Das Spiel startet bald!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Round_Starting&amp;quot;			&amp;quot;Das Überleben beginnt in 5 Sekunden&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Extraction_Preview&amp;quot;		&amp;quot;Begebt euch zur Evakuierungszone&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Extraction_Start&amp;quot;		&amp;quot;&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Post_Extraction&amp;quot;			&amp;quot;Versagt!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Player_Extracted&amp;quot;		&amp;quot;Ihr wurdet Evakuiert!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Players_Win&amp;quot;			&amp;quot;Alle Überlebenden wurden evakuiert&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Players_Win_Wave&amp;quot;		&amp;quot;Die Überlebenden haben der Horde widerstanden!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Zombies_Win&amp;quot;			&amp;quot;Die Überlebenden wurden überrant!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Chat_All_Extracted&amp;quot;		&amp;quot;�(Evakuiert) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Waiting_For_Spawn&amp;quot;		&amp;quot;Warte auf den Startpunkt ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Health_Supply_Blocked&amp;quot;		&amp;quot;Gesundheitsstation blockiert&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Votekick_List&amp;quot;			&amp;quot;User IDs für Votekick lauten wie folgt:\n%s1&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_InProgress&amp;quot;		&amp;quot;Abstimmung bereits im Gange!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_KickSelf&amp;quot;		&amp;quot;Du kannst dich nicht selbst Kicken!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_Started&amp;quot;		&amp;quot;Votekick für folgenden Spieler gestartet: %s1\nDu hast %s2 Sekunden, um abzustimmen.\nSage !yes um den Kick zuzustimmen.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_UnknownPlayer&amp;quot;		&amp;quot;Unbekannte Spieler-ID!\nSage !vklist um eine Liste der Spieler zu erhalten.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_InvalidId&amp;quot;		&amp;quot;Ungültige Spieler-ID.\nSage !vklist um eine Liste der Spieler zu erhalten.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_Pass&amp;quot;			&amp;quot;Abstimmung war erfolgreich!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_Fail&amp;quot;			&amp;quot;Abstimmung ist gescheitert!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_NeedMorePlayers&amp;quot;	&amp;quot;Es werden mindestens 3 Spieler benötigt, um Votekick oder Voteban einzuleiten.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_BanSelf&amp;quot;		&amp;quot;Du kannst dich nicht selbst verbannen!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Voteban_Started&amp;quot;			&amp;quot;Voteban für folgende Spieler gestartet: %s1\nDu hast %s2 Sekunden, um abzustimmen.\nSage !yes um der Sperrung zuzustimmen.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMR_Automatic_Weapon_Switch&amp;quot;		&amp;quot;Automatisch Waffen aufheben (wenn diese besser sind)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMR_Tertiary_Attack&amp;quot;			&amp;quot;Tertiärer Angriff&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Drop_Weapon&amp;quot;			&amp;quot;Aktuelle Waffe fallen lassen&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Gameplay&amp;quot;				&amp;quot;GAMEPLAY&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Setup&amp;quot;				&amp;quot;Einrichten der Charaktere und Anfangswaffen&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Slots_Title&amp;quot;			&amp;quot;SLOTS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Game_connected&amp;quot;			&amp;quot;%s1 ist beigetreten&amp;quot;&lt;br /&gt;
&amp;quot;Game_disconnected&amp;quot;			&amp;quot;%s1 hat das Spiel verlassen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Round_Start&amp;quot;				&amp;quot;Runde beginnt!&amp;quot;&lt;br /&gt;
&amp;quot;Round_Restart&amp;quot;				&amp;quot;Runde wird in %s1 Sekunde(n) neugestartet&amp;quot;&lt;br /&gt;
&amp;quot;Round_PlayerShortage&amp;quot;			&amp;quot;Nicht genug Spieler, um die Runde zu starten&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Ammo&amp;quot;		&amp;quot;Brauche Munition!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Follow&amp;quot;		&amp;quot;Folge mir!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Help&amp;quot;		&amp;quot;Hilfe!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Stay&amp;quot;		&amp;quot;Warte hier!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_No&amp;quot;		        &amp;quot;Nein&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Yes&amp;quot;		&amp;quot;Ja&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_ThankYou&amp;quot;		&amp;quot;Danke&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Incoming&amp;quot;		&amp;quot;Sie kommen!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Injured&amp;quot;		&amp;quot;Bin verletzt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// Radio and chat strings can have control characters embedded to set colors.  For the control characters to be used, one must be at the start of the string.&lt;br /&gt;
// The control characters can be copied and pasted in notepad.&lt;br /&gt;
// � = 0x02 (STX) - Use team color up to the end of the player name.  This only works at the start of the string, and precludes using the other control characters.&lt;br /&gt;
// � = 0x03 (ETX) - Use team color from this point forward&lt;br /&gt;
// � = 0x04 (EOT) - Use location color from this point forward&lt;br /&gt;
// � = 0x05 (ENQ) - Use achievement color from this point forward&lt;br /&gt;
// � = 0x01 (SOH) - Use normal color from this point forward&lt;br /&gt;
&amp;quot;SDK_Chat_Team&amp;quot;				&amp;quot;�(TEAM) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_Team_Dead&amp;quot;			&amp;quot;�*TOT*(TEAM) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_Spec&amp;quot;				&amp;quot;�(ZUSCHAUER) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_All&amp;quot;				&amp;quot;�%s1 :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_All_Dead&amp;quot;			&amp;quot;�(TOT) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_All_Spec&amp;quot;			&amp;quot;�(ZUSCHAUER) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SDK_Team_Unassigned&amp;quot;			&amp;quot;Nicht zugewiesen&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Team_Spectator&amp;quot;			&amp;quot;Zuschauer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chat_Admin&amp;quot;				&amp;quot;(ADMIN) &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Dead&amp;quot;				&amp;quot;(TOT) %s: &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Spec&amp;quot;				&amp;quot;(ZUSCHAUER) %s: &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Prefix&amp;quot;				&amp;quot;%s: &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Extracted&amp;quot;			&amp;quot;(EVAKUIERT) %s: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chat_Connected&amp;quot;			&amp;quot;%s1 ist dem Spiel beigtreten&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Disconnected&amp;quot;			&amp;quot;%s1 hat das Spiel verlassen (%s2)&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Team&amp;quot;				&amp;quot;%s1 ist dem Team %s2 beigtreten&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Name&amp;quot;				&amp;quot;%s1 hat sein Name in %s2 geändert&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Command&amp;quot;				&amp;quot;Server cvar \&amp;quot;%s1\&amp;quot; zu %s2\n geändert&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Respawn_Minutes&amp;quot;			&amp;quot;Wiedereinstieg in %s1 Minute(n)&amp;quot;&lt;br /&gt;
&amp;quot;Respawn_Seconds&amp;quot;			&amp;quot;Wiedereinstieg in %s1 Sekunde(n)&amp;quot;&lt;br /&gt;
&amp;quot;Respawn_Now&amp;quot;				&amp;quot;Wieder am Einsteigen ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Survival_Round_Lost&amp;quot;			&amp;quot;Ihr habt nicht überlebt&amp;quot; // oder du&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAlive&amp;quot;				&amp;quot;Status&amp;quot;&lt;br /&gt;
&amp;quot;PlayerAlive_Alive&amp;quot;			&amp;quot;LEBENDIG&amp;quot;&lt;br /&gt;
&amp;quot;PlayerAlive_Dead&amp;quot;			&amp;quot;VERSTORBEN&amp;quot;&lt;br /&gt;
&amp;quot;PlayerRespawns&amp;quot;			&amp;quot;Wiedereinstiege&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Radial_ammo&amp;quot;				&amp;quot;Munition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon_bow_deerhunter&amp;quot;			&amp;quot;PSE Deer Hunter&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_grenade&amp;quot;			&amp;quot;Granate&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_molotov&amp;quot;			&amp;quot;Molotov&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_tnt&amp;quot;			&amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_500a&amp;quot;			&amp;quot;Mossberg 500a&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_870&amp;quot;				&amp;quot;Remington 870&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1022&amp;quot;			&amp;quot;Ruger 10/22&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1911&amp;quot;			&amp;quot;Colt 1911&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_cz858&amp;quot;			&amp;quot;CZ858&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_glock17&amp;quot;			&amp;quot;Glock&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m16a4&amp;quot;			&amp;quot;M16A4&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m92fs&amp;quot;			&amp;quot;Beretta M92FS&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mac10&amp;quot;			&amp;quot;Ingram Mac-10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mp5a3&amp;quot;			&amp;quot;Heckler &amp;amp; Koch MP5A3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mkiii&amp;quot;			&amp;quot;Ruger MKiii&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sako85&amp;quot;			&amp;quot;Sako 85&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sks&amp;quot;				&amp;quot;SKS 7.62mm&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_superx3&amp;quot;			&amp;quot;Winchester Super X3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sv10&amp;quot;			&amp;quot;Beretta Perennia SV10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sw686&amp;quot;			&amp;quot;Smith &amp;amp; Wesson 686&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_winchester1892&amp;quot;	        &amp;quot;Winchester 1892&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_bandages&amp;quot;		        &amp;quot;Bandagen&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_maglite&amp;quot;		        &amp;quot;Taschenlampe&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_pills&amp;quot;			&amp;quot;Phalanx Tabletten&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_first_aid&amp;quot;		        &amp;quot;Erste Hilfe Kasten&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_walkietalkie&amp;quot;	        &amp;quot;Walkie Talkie&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_axe_fire&amp;quot;		        &amp;quot;Feuerwehraxt&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_bat_metal&amp;quot;		        &amp;quot;Baseballschläger&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_chainsaw&amp;quot;		        &amp;quot;Kettensäge&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_crowbar&amp;quot;			&amp;quot;Brechstange&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_hatchet&amp;quot;			&amp;quot;Beil&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_kitknife&amp;quot;			&amp;quot;Küchenmesser&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_machete&amp;quot;			&amp;quot;Machete&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_pipe_lead&amp;quot;		        &amp;quot;Bleirohr&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_shovel&amp;quot;			&amp;quot;Schaufel&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_sledge&amp;quot;			&amp;quot;Vorschlaghammer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_wrench&amp;quot;			&amp;quot;Schraubenschlüssel&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_barricade&amp;quot;		        &amp;quot;Barrikadier-Hammer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_extinguisher&amp;quot;	        &amp;quot;Feuerlöscher&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_flare_gun&amp;quot;		        &amp;quot;Signalpistole&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_welder&amp;quot;		        &amp;quot;Schweißgerät&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ammobox_9mm&amp;quot;				&amp;quot;9mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_45ACP&amp;quot;			        &amp;quot;.45 ACP&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_357&amp;quot;				&amp;quot;.357&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_12gauge&amp;quot;			&amp;quot;12 Gauge&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_22LR&amp;quot;				&amp;quot;.22 LR&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_308&amp;quot;				&amp;quot;.308&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_556&amp;quot;				&amp;quot;5.56mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_762mm&amp;quot;			        &amp;quot;7.62x39&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_grenades&amp;quot;			&amp;quot;Granaten&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_molotov&amp;quot;		        &amp;quot;Molotovs&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_tnt&amp;quot;			        &amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_arrow&amp;quot;			        &amp;quot;Pfeil&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_fuel&amp;quot;				&amp;quot;Treibstoff&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_board&amp;quot;			        &amp;quot;Bretter&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_flare&amp;quot;			        &amp;quot;Leuchtsignale&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon_bow_deerhunter_short&amp;quot;			&amp;quot;PSE D. Hunt.&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_grenade_short&amp;quot;			&amp;quot;Granate&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_molotov_short&amp;quot;			&amp;quot;Molotov&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_tnt_short&amp;quot;				&amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_500a_short&amp;quot;				&amp;quot;Moss. 500a&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_870_short&amp;quot;				&amp;quot;Rem. 870&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1022_short&amp;quot;				&amp;quot;Ruger 10/22&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1911_short&amp;quot;				&amp;quot;Colt 1911&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_cz858_short&amp;quot;				&amp;quot;CZ858&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_glock17_short&amp;quot;			&amp;quot;Glock&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m16a4_short&amp;quot;				&amp;quot;M16A4&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m92fs_short&amp;quot;				&amp;quot;M92FS&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mac10_short&amp;quot;				&amp;quot;Mac-10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mkiii_short&amp;quot;				&amp;quot;Ruger MKiii&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mp5a3_short&amp;quot;				&amp;quot;MP5A3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sako85_short&amp;quot;			&amp;quot;Sako 85&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sks_short&amp;quot;				&amp;quot;SKS&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_superx3_short&amp;quot;			&amp;quot;Super X3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sv10_short&amp;quot;				&amp;quot;SV10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sw686_short&amp;quot;				&amp;quot;S&amp;amp;W 686&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_winchester1892_short&amp;quot;		&amp;quot;Win. 1892&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_bandages_short&amp;quot;			&amp;quot;Bandagen&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_maglite_short&amp;quot;			&amp;quot;Lampe&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_pills_short&amp;quot;			&amp;quot;Tabletten&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_first_aid_short&amp;quot;			&amp;quot;Erste Hilfe&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_walkietalkie_short&amp;quot;		&amp;quot;Walkie Talkie&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_axe_fire_short&amp;quot;			&amp;quot;Axt&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_bat_metal_short&amp;quot;			&amp;quot;Basey&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_chainsaw_short&amp;quot;			&amp;quot;Kettensäge&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_crowbar_short&amp;quot;			&amp;quot;Brecheisen&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_hatchet_short&amp;quot;			&amp;quot;Beil&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_kitknife_short&amp;quot;			&amp;quot;Messer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_machete_short&amp;quot;			&amp;quot;Machete&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_pipe_lead_short&amp;quot;			&amp;quot;Bleirohr&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_shovel_short&amp;quot;			&amp;quot;Schaufel&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_sledge_short&amp;quot;			&amp;quot;Lehmann&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_wrench_short&amp;quot;			&amp;quot;Schauber&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_barricade_short&amp;quot;		        &amp;quot;Hammer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_extinguisher_short&amp;quot;	        &amp;quot;Löscher&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_flare_gun_short&amp;quot;		        &amp;quot;Leuchtpistole&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_welder_short&amp;quot;			&amp;quot;Schweißer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ammobox_9mm_short&amp;quot;				&amp;quot;9mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_45ACP_short&amp;quot;			        &amp;quot;.45 ACP&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_357_short&amp;quot;				&amp;quot;.357&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_12gauge_short&amp;quot;			        &amp;quot;12 Gauge&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_22LR_short&amp;quot;			        &amp;quot;.22 LR&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_308_short&amp;quot;				&amp;quot;.308&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_556_short&amp;quot;				&amp;quot;5.56mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_762mm_short&amp;quot;			        &amp;quot;7.62x39&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_grenades_short&amp;quot;		        &amp;quot;Granaten&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_molotov_short&amp;quot;			        &amp;quot;Molotovs&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_tnt_short&amp;quot;				&amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_fuel_short&amp;quot;			        &amp;quot;Sprit&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_arrow_short&amp;quot;			        &amp;quot;Pfeil&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_board_short&amp;quot;			        &amp;quot;Bretter&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_flare_short&amp;quot;			        &amp;quot;Leuchtpatr.&amp;quot;&lt;br /&gt;
} &lt;br /&gt;
}  &lt;br /&gt;
// updated by grasn october 30th 2013&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=NMRiH_german&amp;diff=641</id>
		<title>NMRiH german</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=NMRiH_german&amp;diff=641"/>
				<updated>2013-10-30T14:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Translations]]&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' The &amp;quot;_short&amp;quot; weapon name entries should be no longer than 12-13 characters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;lang&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
&amp;quot;Language&amp;quot; &amp;quot;Deutsch (German)&amp;quot; &lt;br /&gt;
&amp;quot;Tokens&amp;quot; &lt;br /&gt;
{ &lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Map_Time&amp;quot;			&amp;quot;Zeit pro Karte&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Extract_Min&amp;quot;			&amp;quot;Evakuierungs Min&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Extract_Max&amp;quot;			&amp;quot;Evakuierungs Max&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_FriendlyFire&amp;quot;			&amp;quot;Teambeschuss&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_RealismMode&amp;quot;			&amp;quot;Realismus Modus&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_HardcoreSurvival&amp;quot;		&amp;quot;Hardcore Überleben&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Practice_Starting&amp;quot;		&amp;quot;Nicht genug Spieler um zu beginnen. Starte Übungsmodus.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Practice_Ending&amp;quot;			&amp;quot;Das Spiel startet bald!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Round_Starting&amp;quot;			&amp;quot;Das Überleben beginnt in 5 Sekunden&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Extraction_Preview&amp;quot;		&amp;quot;Begebt euch zur Evakuierungszone&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Extraction_Start&amp;quot;		&amp;quot;&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Post_Extraction&amp;quot;			&amp;quot;Versagt!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Player_Extracted&amp;quot;		&amp;quot;Ihr wurdet Evakuiert!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Players_Win&amp;quot;			&amp;quot;Alle Überlebenden wurden evakuiert&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Players_Win_Wave&amp;quot;		&amp;quot;Die Überlebenden haben der Horde widerstanden!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Zombies_Win&amp;quot;			&amp;quot;Die Überlebenden wurden überrant!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Chat_All_Extracted&amp;quot;		&amp;quot;�(Evakuiert) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Waiting_For_Spawn&amp;quot;		&amp;quot;Warte auf den Startpunkt ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Health_Supply_Blocked&amp;quot;		&amp;quot;Gesundheitsstation blockiert&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_Votekick_List&amp;quot;			&amp;quot;User IDs für Votekick lauten wie folgt:\n%s1&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_InProgress&amp;quot;		&amp;quot;Abstimmung bereits im Gange!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_KickSelf&amp;quot;		&amp;quot;Du kannst dich nicht selbst Kicken!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_Started&amp;quot;		&amp;quot;Votekick für folgenden Spieler gestartet: %s1\nDu hast %s2 Sekunden, um abzustimmen.\nSage !yes um den Kick zuzustimmen.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_UnknownPlayer&amp;quot;		&amp;quot;Unbekannte Spieler-ID!\nSage !vklist um eine Liste der Spieler zu erhalten.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_InvalidId&amp;quot;		&amp;quot;Ungültige Spieler-ID.\nSage !vklist um eine Liste der Spieler zu erhalten.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_Pass&amp;quot;			&amp;quot;Abstimmung war erfolgreich!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_Fail&amp;quot;			&amp;quot;Abstimmung ist gescheitert!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_NeedMorePlayers&amp;quot;	&amp;quot;Es werden mindestens 3 Spieler benötigt, um Votekick oder Voteban einzuleiten.&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Votekick_BanSelf&amp;quot;		&amp;quot;Du kannst dich nicht selbst verbannen!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_Voteban_Started&amp;quot;			&amp;quot;Voteban für folgende Spieler gestartet: %s1\nDu hast %s2 Sekunden, um abzustimmen.\nSage !yes um der Sperrung zuzustimmen.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMR_Automatic_Weapon_Switch&amp;quot;		&amp;quot;Automatisch Waffen aufheben (wenn diese besser sind)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMR_Tertiary_Attack&amp;quot;			&amp;quot;Tertiärer Angriff&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Drop_Weapon&amp;quot;			&amp;quot;Aktuelle Waffe fallen lassen&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Gameplay&amp;quot;				&amp;quot;GAMEPLAY&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Setup&amp;quot;				&amp;quot;Einrichten der Charaktere und Anfangswaffen&amp;quot;&lt;br /&gt;
&amp;quot;NMR_Slots_Title&amp;quot;			&amp;quot;SLOTS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Game_connected&amp;quot;			&amp;quot;%s1 ist beigetreten&amp;quot;&lt;br /&gt;
&amp;quot;Game_disconnected&amp;quot;			&amp;quot;%s1 hat das Spiel verlassen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Round_Start&amp;quot;				&amp;quot;Runde beginnt!&amp;quot;&lt;br /&gt;
&amp;quot;Round_Restart&amp;quot;				&amp;quot;Runde wird in %s1 Sekunde(n) neugestartet&amp;quot;&lt;br /&gt;
&amp;quot;Round_PlayerShortage&amp;quot;			&amp;quot;Nicht genug Spieler, um die Runde zu starten&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Ammo&amp;quot;		&amp;quot;Brauche Munition!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Follow&amp;quot;		&amp;quot;Folge mir!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Help&amp;quot;		&amp;quot;Hilfe!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Stay&amp;quot;		&amp;quot;Warte hier!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_No&amp;quot;		        &amp;quot;Nein&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Yes&amp;quot;		&amp;quot;Ja&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_ThankYou&amp;quot;		&amp;quot;Danke&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Incoming&amp;quot;		&amp;quot;Sie kommen!&amp;quot;&lt;br /&gt;
&amp;quot;NMRiH_VoiceCommand_Injured&amp;quot;		&amp;quot;Bin verletzt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
// Radio and chat strings can have control characters embedded to set colors.  For the control characters to be used, one must be at the start of the string.&lt;br /&gt;
// The control characters can be copied and pasted in notepad.&lt;br /&gt;
// � = 0x02 (STX) - Use team color up to the end of the player name.  This only works at the start of the string, and precludes using the other control characters.&lt;br /&gt;
// � = 0x03 (ETX) - Use team color from this point forward&lt;br /&gt;
// � = 0x04 (EOT) - Use location color from this point forward&lt;br /&gt;
// � = 0x05 (ENQ) - Use achievement color from this point forward&lt;br /&gt;
// � = 0x01 (SOH) - Use normal color from this point forward&lt;br /&gt;
&amp;quot;SDK_Chat_Team&amp;quot;				&amp;quot;�(TEAM) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_Team_Dead&amp;quot;			&amp;quot;�*TOT*(TEAM) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_Spec&amp;quot;				&amp;quot;�(ZUSCHAUER) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_All&amp;quot;				&amp;quot;�%s1 :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_All_Dead&amp;quot;			&amp;quot;�(TOT) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Chat_All_Spec&amp;quot;			&amp;quot;�(ZUSCHAUER) �%s1� :  %s2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SDK_Team_Unassigned&amp;quot;			&amp;quot;Nicht zugewiesen&amp;quot;&lt;br /&gt;
&amp;quot;SDK_Team_Spectator&amp;quot;			&amp;quot;Zuschauer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chat_Admin&amp;quot;				&amp;quot;(ADMIN) &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Dead&amp;quot;				&amp;quot;(TOT) %s: &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Spec&amp;quot;				&amp;quot;(ZUSCHAUER) %s: &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Prefix&amp;quot;				&amp;quot;%s: &amp;quot;&lt;br /&gt;
&amp;quot;Chat_Extracted&amp;quot;			&amp;quot;(EVAKUIERT) %s: &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chat_Connected&amp;quot;			&amp;quot;%s1 ist dem Spiel beigtreten&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Disconnected&amp;quot;			&amp;quot;%s1 hat das Spiel verlassen (%s2)&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Team&amp;quot;				&amp;quot;%s1 ist dem Team %s2 beigtreten&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Name&amp;quot;				&amp;quot;%s1 hat sein Name in %s2 geändert&amp;quot;&lt;br /&gt;
&amp;quot;Chat_Command&amp;quot;				&amp;quot;Server cvar \&amp;quot;%s1\&amp;quot; zu %s2\n geändert&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Respawn_Minutes&amp;quot;			&amp;quot;Wiedereinstieg in %s1 Minute(n)&amp;quot;&lt;br /&gt;
&amp;quot;Respawn_Seconds&amp;quot;			&amp;quot;Wiedereinstieg in %s1 Sekunde(n)&amp;quot;&lt;br /&gt;
&amp;quot;Respawn_Now&amp;quot;				&amp;quot;Wieder am Einsteigen ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Survival_Round_Lost&amp;quot;			&amp;quot;Ihr habt nicht überlebt&amp;quot; // oder du&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAlive&amp;quot;				&amp;quot;Status&amp;quot;&lt;br /&gt;
&amp;quot;PlayerAlive_Alive&amp;quot;			&amp;quot;LEBENDIG&amp;quot;&lt;br /&gt;
&amp;quot;PlayerAlive_Dead&amp;quot;			&amp;quot;VERSTORBEN&amp;quot;&lt;br /&gt;
&amp;quot;PlayerRespawns&amp;quot;			&amp;quot;Wiedereinstiege&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Radial_ammo&amp;quot;				&amp;quot;Munition&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon_bow_deerhunter&amp;quot;			&amp;quot;PSE Deer Hunter&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_grenade&amp;quot;			&amp;quot;Granate&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_molotov&amp;quot;			&amp;quot;Molotov&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_tnt&amp;quot;			&amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_500a&amp;quot;			&amp;quot;Mossberg 500a&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_870&amp;quot;				&amp;quot;Remington 870&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1022&amp;quot;			&amp;quot;Ruger 10/22&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1911&amp;quot;			&amp;quot;Colt 1911&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_cz858&amp;quot;			&amp;quot;CZ858&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_glock17&amp;quot;			&amp;quot;Glock&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m16a4&amp;quot;			&amp;quot;M16A4&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m92fs&amp;quot;			&amp;quot;Beretta M92FS&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mac10&amp;quot;			&amp;quot;Ingram Mac-10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mp5a3&amp;quot;			&amp;quot;Heckler &amp;amp; Koch MP5A3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mkiii&amp;quot;			&amp;quot;Ruger MKiii&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sako85&amp;quot;			&amp;quot;Sako 85&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sks&amp;quot;				&amp;quot;SKS 7.62mm&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_superx3&amp;quot;			&amp;quot;Winchester Super X3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sv10&amp;quot;			&amp;quot;Beretta Perennia SV10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sw686&amp;quot;			&amp;quot;Smith &amp;amp; Wesson 686&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_winchester1892&amp;quot;	        &amp;quot;Winchester 1892&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_bandages&amp;quot;		        &amp;quot;Bandagen&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_maglite&amp;quot;		        &amp;quot;Taschenlampe&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_pills&amp;quot;			&amp;quot;Phalanx Tabletten&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_first_aid&amp;quot;		        &amp;quot;Erste Hilfe Kasten&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_walkietalkie&amp;quot;	        &amp;quot;Walkie Talkie&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_axe_fire&amp;quot;		        &amp;quot;Feuerwehraxt&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_bat_metal&amp;quot;		        &amp;quot;Baseballschläger&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_chainsaw&amp;quot;		        &amp;quot;Kettensäge&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_crowbar&amp;quot;			&amp;quot;Brechstange&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_hatchet&amp;quot;			&amp;quot;Beil&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_kitknife&amp;quot;			&amp;quot;Küchenmesser&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_machete&amp;quot;			&amp;quot;Machete&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_pipe_lead&amp;quot;		        &amp;quot;Bleirohr&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_shovel&amp;quot;			&amp;quot;Schaufel&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_sledge&amp;quot;			&amp;quot;Vorschlaghammer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_wrench&amp;quot;			&amp;quot;Schraubenschlüssel&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_barricade&amp;quot;		        &amp;quot;Barrikadier-Hammer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_extinguisher&amp;quot;	        &amp;quot;Feuerlöscher&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_flare_gun&amp;quot;		        &amp;quot;Signalpistole&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_welder&amp;quot;		        &amp;quot;Schweißgerät&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ammobox_9mm&amp;quot;				&amp;quot;9mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_45ACP&amp;quot;			        &amp;quot;.45 ACP&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_357&amp;quot;				&amp;quot;.357&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_12gauge&amp;quot;			&amp;quot;12 Gauge&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_22LR&amp;quot;				&amp;quot;.22 LR&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_308&amp;quot;				&amp;quot;.308&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_556&amp;quot;				&amp;quot;5.56mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_762mm&amp;quot;			        &amp;quot;7.62x39&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_grenades&amp;quot;			&amp;quot;Granaten&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_molotov&amp;quot;		        &amp;quot;Molotovs&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_tnt&amp;quot;			        &amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_arrow&amp;quot;			        &amp;quot;Pfeil&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_fuel&amp;quot;				&amp;quot;Treibstoff&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_board&amp;quot;			        &amp;quot;Bretter&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_flare&amp;quot;			        &amp;quot;Leuchtsignale&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon_bow_deerhunter_short&amp;quot;			&amp;quot;PSE D. Hunt.&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_grenade_short&amp;quot;			&amp;quot;Granate&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_molotov_short&amp;quot;			&amp;quot;Molotov&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_exp_tnt_short&amp;quot;				&amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_500a_short&amp;quot;				&amp;quot;Moss. 500a&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_870_short&amp;quot;				&amp;quot;Rem. 870&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1022_short&amp;quot;				&amp;quot;Ruger 10/22&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_1911_short&amp;quot;				&amp;quot;Colt 1911&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_cz858_short&amp;quot;				&amp;quot;CZ858&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_glock17_short&amp;quot;			&amp;quot;Glock&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m16a4_short&amp;quot;				&amp;quot;M16A4&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_m92fs_short&amp;quot;				&amp;quot;M92FS&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mac10_short&amp;quot;				&amp;quot;Mac-10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mkiii_short&amp;quot;				&amp;quot;Ruger MKiii&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_mp5a3_short&amp;quot;				&amp;quot;MP5A3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sako85_short&amp;quot;			&amp;quot;Sako 85&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sks_short&amp;quot;				&amp;quot;SKS&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_superx3_short&amp;quot;			&amp;quot;Super X3&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sv10_short&amp;quot;				&amp;quot;SV10&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_sw686_short&amp;quot;				&amp;quot;S&amp;amp;W 686&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_fa_winchester1892_short&amp;quot;		&amp;quot;Win. 1892&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_bandages_short&amp;quot;			&amp;quot;Bandagen&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_maglite_short&amp;quot;			&amp;quot;Taschenlampe&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_pills_short&amp;quot;			&amp;quot;Tabletten&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_first_aid_short&amp;quot;			&amp;quot;Erste Hilfe&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_item_walkietalkie_short&amp;quot;		&amp;quot;Walkie Talkie&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_axe_fire_short&amp;quot;			&amp;quot;Axt&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_bat_metal_short&amp;quot;			&amp;quot;Basey&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_chainsaw_short&amp;quot;			&amp;quot;Kettensäge&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_crowbar_short&amp;quot;			&amp;quot;Brecheisen&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_hatchet_short&amp;quot;			&amp;quot;Beil&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_kitknife_short&amp;quot;			&amp;quot;Messer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_machete_short&amp;quot;			&amp;quot;Machete&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_pipe_lead_short&amp;quot;			&amp;quot;Bleirohr&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_shovel_short&amp;quot;			&amp;quot;Schaufel&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_sledge_short&amp;quot;			&amp;quot;Lehmann&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_me_wrench_short&amp;quot;			&amp;quot;Schauber&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_barricade_short&amp;quot;		        &amp;quot;Hammer&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_extinguisher_short&amp;quot;	        &amp;quot;Feuerlöscher&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_flare_gun_short&amp;quot;		        &amp;quot;Leuchtpistole&amp;quot;&lt;br /&gt;
&amp;quot;Weapon_tool_welder_short&amp;quot;			&amp;quot;Schweißer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ammobox_9mm_short&amp;quot;				&amp;quot;9mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_45ACP_short&amp;quot;			        &amp;quot;.45 ACP&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_357_short&amp;quot;				&amp;quot;.357&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_12gauge_short&amp;quot;			        &amp;quot;12 Gauge&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_22LR_short&amp;quot;			        &amp;quot;.22 LR&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_308_short&amp;quot;				&amp;quot;.308&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_556_short&amp;quot;				&amp;quot;5.56mm&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_762mm_short&amp;quot;			        &amp;quot;7.62x39&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_grenades_short&amp;quot;		        &amp;quot;Granaten&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_molotov_short&amp;quot;			        &amp;quot;Molotovs&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_tnt_short&amp;quot;				&amp;quot;TNT&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_fuel_short&amp;quot;			        &amp;quot;Sprit&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_arrow_short&amp;quot;			        &amp;quot;Pfeil&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_board_short&amp;quot;			        &amp;quot;Bretter&amp;quot;&lt;br /&gt;
&amp;quot;ammobox_flare_short&amp;quot;			        &amp;quot;Leuchtpatr.&amp;quot;&lt;br /&gt;
} &lt;br /&gt;
}  &lt;br /&gt;
// updated by grasn&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Closecaption_german&amp;diff=640</id>
		<title>Closecaption german</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Closecaption_german&amp;diff=640"/>
				<updated>2013-10-30T14:20:45Z</updated>
		
		<summary type="html">&lt;p&gt;Grasn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Translations]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;lang&amp;quot;&lt;br /&gt;
{ &lt;br /&gt;
	&amp;quot;Language&amp;quot; &amp;quot;Deutsch (German)&amp;quot; &lt;br /&gt;
	&amp;quot;Tokens&amp;quot; &lt;br /&gt;
	{&lt;br /&gt;
		//ammocheck sounds&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.Full&amp;quot; &amp;quot;Meine Waffe ist voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.AlmostFull&amp;quot; &amp;quot;Meine Waffe ist noch fast voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.OverHalf&amp;quot; &amp;quot;Meine Waffe ist noch mehr als halb voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.Half&amp;quot; &amp;quot;Meine Waffe ist noch halbvoll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.15&amp;quot; &amp;quot;Ich habe noch fünfzehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.14&amp;quot; &amp;quot;Ich habe noch vierzehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.13&amp;quot; &amp;quot;Ich habe noch dreizehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.12&amp;quot; &amp;quot;Ich habe noch zwölf Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.11&amp;quot; &amp;quot;Ich habe noch elf Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.10&amp;quot; &amp;quot;Ich habe noch zehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.9&amp;quot; &amp;quot;Ich habe noch neun Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.8&amp;quot; &amp;quot;Ich habe noch acht Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.7&amp;quot; &amp;quot;Ich habe noch sieben Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.6&amp;quot; &amp;quot;Ich habe noch sechs Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.5&amp;quot; &amp;quot;Ich habe noch fünf Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.4&amp;quot; &amp;quot;Ich habe noch vier Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.3&amp;quot; &amp;quot;Ich habe noch drei Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.2&amp;quot; &amp;quot;Ich habe noch zwei Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.1&amp;quot; &amp;quot;Ich habe nur noch einen Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt2.0&amp;quot; &amp;quot;Ich habe keine Munition mehr!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.Full&amp;quot; &amp;quot;Meine Waffe ist voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.AlmostFull&amp;quot; &amp;quot;Meine Waffe ist noch fast voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.OverHalf&amp;quot; &amp;quot;Meine Waffe ist noch mehr als halb voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.Half&amp;quot; &amp;quot;Meine Waffe ist noch halbvoll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.15&amp;quot; &amp;quot;Ich habe noch fünfzehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.14&amp;quot; &amp;quot;Ich habe noch vierzehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.13&amp;quot; &amp;quot;Ich habe noch dreizehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.12&amp;quot; &amp;quot;Ich habe noch zwölf Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.11&amp;quot; &amp;quot;Ich habe noch elf Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.10&amp;quot; &amp;quot;Ich habe noch zehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.9&amp;quot; &amp;quot;Ich habe noch neun Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.8&amp;quot; &amp;quot;Ich habe noch acht Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.7&amp;quot; &amp;quot;Ich habe noch sieben Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.6&amp;quot; &amp;quot;Ich habe noch sechs Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.5&amp;quot; &amp;quot;Ich habe noch fünf Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.4&amp;quot; &amp;quot;Ich habe noch vier Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.3&amp;quot; &amp;quot;Ich habe noch drei Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.2&amp;quot; &amp;quot;Ich habe noch zwei Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.1&amp;quot; &amp;quot;Ich habe nur noch einen Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Alt1.0&amp;quot; &amp;quot;Ich habe keine Munition mehr!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.Full&amp;quot; &amp;quot;Meine Waffe ist voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.AlmostFull&amp;quot; &amp;quot;Meine Waffe ist noch fast voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.OverHalf&amp;quot; &amp;quot;Meine Waffe ist noch mehr als halb voll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.Half&amp;quot; &amp;quot;Meine Waffe ist noch halbvoll.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.15&amp;quot; &amp;quot;Ich habe noch fünfzehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.14&amp;quot; &amp;quot;Ich habe noch vierzehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.13&amp;quot; &amp;quot;Ich habe noch dreizehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.12&amp;quot; &amp;quot;Ich habe noch zwölf Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.11&amp;quot; &amp;quot;Ich habe noch elf Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.10&amp;quot; &amp;quot;Ich habe noch zehn Schuss.&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.9&amp;quot; &amp;quot;Ich habe noch neun Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.8&amp;quot; &amp;quot;Ich habe noch acht Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.7&amp;quot; &amp;quot;Ich habe noch sieben Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.6&amp;quot; &amp;quot;Ich habe noch sechs Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.5&amp;quot; &amp;quot;Ich habe noch fünf Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.4&amp;quot; &amp;quot;Ich habe noch vier Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.3&amp;quot; &amp;quot;Ich habe noch drei Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.2&amp;quot; &amp;quot;Ich habe noch zwei Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.1&amp;quot; &amp;quot;Ich habe nur noch einen Schuss!&amp;quot;&lt;br /&gt;
		&amp;quot;AmmoCheck.Default.0&amp;quot; &amp;quot;Ich habe keine Munition mehr!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		//voice commands&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Ammo&amp;quot; &amp;quot;Ich brauche Munition!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Follow&amp;quot; &amp;quot;Folge mir!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Help&amp;quot; &amp;quot;Ich brauche Hilfe!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.No&amp;quot; &amp;quot;Nein!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Yes&amp;quot; &amp;quot;Ja!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Stay&amp;quot; &amp;quot;Warte hier!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.ThankYou&amp;quot; &amp;quot;Danke!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Incoming&amp;quot; &amp;quot;Sie kommen!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.Injured&amp;quot; &amp;quot;Ich bin verletzt!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt1.FireInTheHole&amp;quot; &amp;quot;Achtung Granate!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Ammo&amp;quot; &amp;quot;Ich brauche Munition!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Follow&amp;quot; &amp;quot;Folge mir!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Help&amp;quot; &amp;quot;Ich brauche Hilfe!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.No&amp;quot; &amp;quot;Nein!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Yes&amp;quot; &amp;quot;Ja!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Stay&amp;quot; &amp;quot;Warte hier!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.ThankYou&amp;quot; &amp;quot;Danke!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Incoming&amp;quot; &amp;quot;Sie kommen!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.Injured&amp;quot; &amp;quot;Ich bin verletzt!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Alt2.FireInTheHole&amp;quot; &amp;quot;Achtung Granate!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Ammo&amp;quot; &amp;quot;Ich brauche Munition!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Follow&amp;quot; &amp;quot;Folge mir!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Help&amp;quot; &amp;quot;Ich brauche Hilfe!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.No&amp;quot; &amp;quot;Nein!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Yes&amp;quot; &amp;quot;Ja!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Stay&amp;quot; &amp;quot;Warte hier!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.ThankYou&amp;quot; &amp;quot;Danke!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Incoming&amp;quot; &amp;quot;Sie kommen!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.Injured&amp;quot; &amp;quot;Ich bin verletzt!&amp;quot;&lt;br /&gt;
		&amp;quot;VoiceCommand.Default.FireInTheHole&amp;quot; &amp;quot;Achtung Granate!&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		//reserve ammo check for magazines&lt;br /&gt;
		// 'X magazines remaining'&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag30&amp;quot; &amp;quot;Dreißig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag29&amp;quot; &amp;quot;Neunundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag28&amp;quot; &amp;quot;Achtundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag27&amp;quot; &amp;quot;Siebenundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag26&amp;quot; &amp;quot;Sechsundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag25&amp;quot; &amp;quot;Fünfundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag24&amp;quot; &amp;quot;Vierundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag23&amp;quot; &amp;quot;Dreiundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag22&amp;quot; &amp;quot;Zweiundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag21&amp;quot; &amp;quot;Einundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag20&amp;quot; &amp;quot;Zwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag19&amp;quot; &amp;quot;Neunzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag18&amp;quot; &amp;quot;Achtzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag17&amp;quot; &amp;quot;Siebzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag16&amp;quot; &amp;quot;Sechzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag15&amp;quot; &amp;quot;Fünfzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag14&amp;quot; &amp;quot;Vierzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag13&amp;quot; &amp;quot;Dreizehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag12&amp;quot; &amp;quot;Zwölf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag11&amp;quot; &amp;quot;Elf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag10&amp;quot; &amp;quot;Zehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag9&amp;quot; &amp;quot;Neun Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag8&amp;quot; &amp;quot;Acht Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag7&amp;quot; &amp;quot;Sieben Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag6&amp;quot; &amp;quot;Sechs Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag5&amp;quot; &amp;quot;Fünf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag4&amp;quot; &amp;quot;Vier Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag3&amp;quot; &amp;quot;Drei Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag2&amp;quot; &amp;quot;Zwei Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag1&amp;quot; &amp;quot;Ein Magazin verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Mag0&amp;quot; &amp;quot;Keine Magazine mehr übrig!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag30&amp;quot; &amp;quot;Dreißig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag29&amp;quot; &amp;quot;Neunundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag28&amp;quot; &amp;quot;Achtundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag27&amp;quot; &amp;quot;Siebenundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag26&amp;quot; &amp;quot;Sechsundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag25&amp;quot; &amp;quot;Fünfundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag24&amp;quot; &amp;quot;Vierundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag23&amp;quot; &amp;quot;Dreiundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag22&amp;quot; &amp;quot;Zweiundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag21&amp;quot; &amp;quot;Einundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag20&amp;quot; &amp;quot;Zwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag19&amp;quot; &amp;quot;Neunzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag18&amp;quot; &amp;quot;Achtzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag17&amp;quot; &amp;quot;Siebzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag16&amp;quot; &amp;quot;Sechzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag15&amp;quot; &amp;quot;Fünfzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag14&amp;quot; &amp;quot;Vierzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag13&amp;quot; &amp;quot;Dreizehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag12&amp;quot; &amp;quot;Zwölf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag11&amp;quot; &amp;quot;Elf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag10&amp;quot; &amp;quot;Zehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag9&amp;quot; &amp;quot;Neun Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag8&amp;quot; &amp;quot;Acht Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag7&amp;quot; &amp;quot;Sieben Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag6&amp;quot; &amp;quot;Sechs Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag5&amp;quot; &amp;quot;Fünf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag4&amp;quot; &amp;quot;Vier Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag3&amp;quot; &amp;quot;Drei Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag2&amp;quot; &amp;quot;Zwei Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag1&amp;quot; &amp;quot;Ein Magazin verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Mag0&amp;quot; &amp;quot;Keine Magazine mehr übrig!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;Reload.Default.Mag30&amp;quot; &amp;quot;Dreißig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag29&amp;quot; &amp;quot;Neunundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag28&amp;quot; &amp;quot;Achtundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag27&amp;quot; &amp;quot;Siebenundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag26&amp;quot; &amp;quot;Sechsundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag25&amp;quot; &amp;quot;Fünfundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag24&amp;quot; &amp;quot;Vierundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag23&amp;quot; &amp;quot;Dreiundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag22&amp;quot; &amp;quot;Zweiundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag21&amp;quot; &amp;quot;Einundzwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag20&amp;quot; &amp;quot;Zwanzig Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag19&amp;quot; &amp;quot;Neunzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag18&amp;quot; &amp;quot;Achtzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag17&amp;quot; &amp;quot;Siebzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag16&amp;quot; &amp;quot;Sechzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag15&amp;quot; &amp;quot;Fünfzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag14&amp;quot; &amp;quot;Vierzehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag13&amp;quot; &amp;quot;Dreizehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag12&amp;quot; &amp;quot;Zwölf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag11&amp;quot; &amp;quot;Elf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag10&amp;quot; &amp;quot;Zehn Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag9&amp;quot; &amp;quot;Neun Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag8&amp;quot; &amp;quot;Acht Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag7&amp;quot; &amp;quot;Sieben Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag6&amp;quot; &amp;quot;Sechs Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag5&amp;quot; &amp;quot;Fünf Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag4&amp;quot; &amp;quot;Vier Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag3&amp;quot; &amp;quot;Drei Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag2&amp;quot; &amp;quot;Zwei Magazine verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag1&amp;quot; &amp;quot;Ein Magazin verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Mag0&amp;quot; &amp;quot;Keine Magazine mehr übrig!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		//reserve ammo check for shotgun and magnum&lt;br /&gt;
		// 'X loads remaining'&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load30&amp;quot; &amp;quot;Dreißig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load29&amp;quot; &amp;quot;Neunundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load28&amp;quot; &amp;quot;Achtundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load27&amp;quot; &amp;quot;Siebenundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load26&amp;quot; &amp;quot;Sechsundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load25&amp;quot; &amp;quot;Fünfundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load24&amp;quot; &amp;quot;Vierundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load23&amp;quot; &amp;quot;Dreiundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load22&amp;quot; &amp;quot;Zweiundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load21&amp;quot; &amp;quot;Einundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load20&amp;quot; &amp;quot;Zwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load19&amp;quot; &amp;quot;Neunzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load18&amp;quot; &amp;quot;Achtzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load17&amp;quot; &amp;quot;Siebzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load16&amp;quot; &amp;quot;Sechzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load15&amp;quot; &amp;quot;Fünfzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load14&amp;quot; &amp;quot;Vierzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load13&amp;quot; &amp;quot;Dreizehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load12&amp;quot; &amp;quot;Zwölf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load11&amp;quot; &amp;quot;Elf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load10&amp;quot; &amp;quot;Zehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load9&amp;quot; &amp;quot;Neun Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load8&amp;quot; &amp;quot;Acht Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load7&amp;quot; &amp;quot;Sieben Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load6&amp;quot; &amp;quot;Sechs Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load5&amp;quot; &amp;quot;Fünf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load4&amp;quot; &amp;quot;Vier Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load3&amp;quot; &amp;quot;Drei Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load2&amp;quot; &amp;quot;Zwei Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load1&amp;quot; &amp;quot;Ein Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt1.Load0&amp;quot; &amp;quot;Kein Schuss mehr übrig!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load30&amp;quot; &amp;quot;Dreißig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load29&amp;quot; &amp;quot;Neunundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load28&amp;quot; &amp;quot;Achtundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load27&amp;quot; &amp;quot;Siebenundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load26&amp;quot; &amp;quot;Sechsundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load25&amp;quot; &amp;quot;Fünfundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load24&amp;quot; &amp;quot;Vierundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load23&amp;quot; &amp;quot;Dreiundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load22&amp;quot; &amp;quot;Zweiundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load21&amp;quot; &amp;quot;Einundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load20&amp;quot; &amp;quot;Zwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load19&amp;quot; &amp;quot;Neunzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load18&amp;quot; &amp;quot;Achtzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load17&amp;quot; &amp;quot;Siebzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load16&amp;quot; &amp;quot;Sechzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load15&amp;quot; &amp;quot;Fünfzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load14&amp;quot; &amp;quot;Vierzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load13&amp;quot; &amp;quot;Dreizehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load12&amp;quot; &amp;quot;Zwölf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load11&amp;quot; &amp;quot;Elf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load10&amp;quot; &amp;quot;Zehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load9&amp;quot; &amp;quot;Neun Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load8&amp;quot; &amp;quot;Acht Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load7&amp;quot; &amp;quot;Sieben Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load6&amp;quot; &amp;quot;Sechs Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load5&amp;quot; &amp;quot;Fünf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load4&amp;quot; &amp;quot;Vier Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load3&amp;quot; &amp;quot;Drei Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load2&amp;quot; &amp;quot;Zwei Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load1&amp;quot; &amp;quot;Ein Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Alt2.Load0&amp;quot; &amp;quot;Kein Schuss mehr übrig!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;Reload.Default.Load30&amp;quot; &amp;quot;Dreißig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load29&amp;quot; &amp;quot;Neunundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load28&amp;quot; &amp;quot;Achtundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load27&amp;quot; &amp;quot;Siebenundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load26&amp;quot; &amp;quot;Sechsundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load25&amp;quot; &amp;quot;Fünfundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load24&amp;quot; &amp;quot;Vierundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load23&amp;quot; &amp;quot;Dreiundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load22&amp;quot; &amp;quot;Zweiundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load21&amp;quot; &amp;quot;Einundzwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load20&amp;quot; &amp;quot;Zwanzig Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load19&amp;quot; &amp;quot;Neunzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load18&amp;quot; &amp;quot;Achtzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load17&amp;quot; &amp;quot;Siebzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load16&amp;quot; &amp;quot;Sechzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load15&amp;quot; &amp;quot;Fünfzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load14&amp;quot; &amp;quot;Vierzehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load13&amp;quot; &amp;quot;Dreizehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load12&amp;quot; &amp;quot;Zwölf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load11&amp;quot; &amp;quot;Elf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load10&amp;quot; &amp;quot;Zehn Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load9&amp;quot; &amp;quot;Neun Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load8&amp;quot; &amp;quot;Acht Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load7&amp;quot; &amp;quot;Sieben Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load6&amp;quot; &amp;quot;Sechs Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load5&amp;quot; &amp;quot;Fünf Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load4&amp;quot; &amp;quot;Vier Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load3&amp;quot; &amp;quot;Drei Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load2&amp;quot; &amp;quot;Zwei Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load1&amp;quot; &amp;quot;Ein Schuss verbleibend!&amp;quot;&lt;br /&gt;
		&amp;quot;Reload.Default.Load0&amp;quot; &amp;quot;Kein Schuss mehr übrig!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		//Survival mode&lt;br /&gt;
&lt;br /&gt;
		&amp;quot;NGSurvivalExtraction&amp;quot; &amp;quot;&amp;lt;I&amp;gt;Rettung ist auf dem Weg! Mach dich bereit!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalSupply&amp;quot; &amp;quot;&amp;lt;I&amp;gt;Aufgepasst, FEMA Supply Drop ist auf dem Weg zu deinem Standort, Ende.&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalBegin&amp;quot; &amp;quot;&amp;lt;I&amp;gt;Bitte kommen, bitte kommen, hier spricht die Nationalgarde der Vereinigten Staaten. Es befinden sich militärisch gesicherte Zonen in ihrer Nähe. Gemäß des National Pandemic Act und der UN Redeker Initiative müssen sie ihre Zonen halten und verteidigen bis der Bereich gesäubert ist. Ermöglichen sie sich ihre Rettung. Leisten sie ihren Teil, Ende.&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalWaveStart&amp;quot; &amp;quot;&amp;lt;I&amp;gt;Zombie Horde nähert sich dem aktuellem Standort! Mach dich bereit!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalZoneA&amp;quot; &amp;quot;&amp;lt;clr: 255, 255, 0&amp;gt;&amp;lt;I&amp;gt;Zone A wird angegriffen! Beschütze sie!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalZoneB&amp;quot; &amp;quot;&amp;lt;clr: 255, 255, 0&amp;gt;&amp;lt;I&amp;gt;Zone B wird angegriffen! Beschütze sie!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalZoneC&amp;quot; &amp;quot;&amp;lt;clr: 255, 255, 0&amp;gt;&amp;lt;I&amp;gt;Zone C wird angegriffen! Beschütze sie!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalZoneD&amp;quot; &amp;quot;&amp;lt;clr: 255, 255, 0&amp;gt;&amp;lt;I&amp;gt;Zone D wird angegriffen! Beschütze sie!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalZoneE&amp;quot; &amp;quot;&amp;lt;clr: 255, 255, 0&amp;gt;&amp;lt;I&amp;gt;Zone E wird angegriffen! Beschütze sie!&amp;quot;&lt;br /&gt;
		&amp;quot;NGSurvivalZoneF&amp;quot; &amp;quot;&amp;lt;clr: 255, 255, 0&amp;gt;&amp;lt;I&amp;gt;Zone F wird angegriffen! Beschütze sie!&amp;quot;&lt;br /&gt;
		&amp;quot;SafeZone.Killed&amp;quot; &amp;quot;&amp;lt;clr: 255, 0, 0&amp;gt;[SAFE ZONE VERLOREN, BESCHÜTZE DIE VERBLEIBENDEN ZONEN ODER DAS MILITÄR WIRD DAVONZIEHEN]&amp;quot;&lt;br /&gt;
		&amp;quot;Wave.Complete&amp;quot; &amp;quot;[WELLE ABGESCHLOSSEN]&amp;quot;&lt;br /&gt;
		&amp;quot;NMRPlayer.TokenEarned&amp;quot; &amp;quot;[RESPAWN TICKET ERHALTEN]&amp;quot;	&lt;br /&gt;
		&amp;quot;NMRPlayer.TokenDenied&amp;quot; &amp;quot;[UNBENUTZE RESPAWN TICKETS ENTFERNT]&amp;quot;&lt;br /&gt;
		&amp;quot;NMRPlayer.TokenUsed&amp;quot; &amp;quot;[RESPAWN TICKET BENUTZT]&amp;quot;&lt;br /&gt;
		&amp;quot;Wave.LowZombies&amp;quot; &amp;quot;[BEREITE DICH AUF DIE NÄCHSTE WELLE VOR]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
//credits to Xeno, updated by grasn &amp;amp; VaTTerGeR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Grasn</name></author>	</entry>

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