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Author Topic: Weapon Strip & Equipping weapons  (Read 4802 times)
Slackiller
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« on: July 05, 2005, 07:45:12 PM »

Tutorial originally from Lasalas 
Just posting it so it doesn't disappear. #Note this tutorial works best with this FGD File

Stripping the weapons from players
1. Description of entities
First of all, there are three entities that you need to know about:

game_playerspawn
player_weaponstrip
game_player_equip

a) game_playerspawn
This isn't an entity in itself, but rather a name you may give to an entity that is capable of triggering others - say, a trigger_multiple, or a multi_manager. The actual event this is triggered on is pretty much self explanatory, but the short of it is when the player actually "spawns" or appears on the map itself. (Not when the player joins the game).

b) player_weaponstrip
This is a point-based (no brush used) entity, that when triggered, will strip the weapons from the player that triggered it. Pretty simple stuff.

c) game_player_equip
Another point-based entity that when triggered, will equip the player with the weapon defined in the name. In this case it is "weapon_knife".

2. Putting it all together
By now, your brain is probably whirring into action, thinking about how these could be used in lots of different ways - if you are, then you'd be right! but the usage here is as follows:

1. You need to insert a multi_manager into your map (anywhere inside the world will do, as long as its INSIDE the world) - and give it the name game_playerspawn.

2. Then make a player_weaponstrip - call it what you like.

3. Also, if you wish to add the knife at this stage (some people prefer to add it upon entry of the arena), then make a game_player_equip, and make sure you turn off "Smartedit", and add "weapon_knife" as a new keyvalue. You can call the entity what you like


Example: the name of the keyvalue given to the game_player_equip.

4. You then need to go back to the multi_manager, and turn off "Smartedit" to see the advanced entity properties.

5. Once you have those on screen, click "add", then type in the name of the player_weaponstrip, and enter a value of 0. (this is the delay, in seconds).

6. Do the same for your game_player_equip, and enter a higher value (0.2 seconds is the minimum)


7. Remember, you must tick "Multithreaded" in the multi manager!

 You can thank  Lasalas for this tutorial.

Thank you for reading, and good luck mapping!

« Last Edit: August 03, 2005, 08:09:01 PM by Slackiller » Logged

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Jonathan
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« Reply #1 on: August 03, 2005, 07:00:41 PM »

i cant find the player_weaponstrip or game_player_equip, can you please explain
« Last Edit: August 03, 2005, 07:03:59 PM by Jonathan » Logged
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« Reply #2 on: August 03, 2005, 07:25:12 PM »

you need the custom FGDs ^_^
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Jonathan
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« Reply #3 on: August 03, 2005, 07:43:36 PM »

"knew it" thanks just finished downloading.
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« Reply #4 on: August 04, 2005, 03:31:15 PM »

nvm
« Last Edit: August 05, 2005, 03:19:51 PM by Jonathan » Logged
icepick66
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« Reply #5 on: August 09, 2005, 11:57:05 PM »

lol, i want more fgv's lol
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« Reply #6 on: August 10, 2005, 05:25:06 AM »

ice pick. can you learn how to spell. you make the most basic spelling errors ever.




Edited by me  Wink Slackiller
« Last Edit: August 10, 2005, 05:46:12 PM by Slackiller » Logged

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« Reply #7 on: August 11, 2005, 12:32:17 AM »

i cant :p
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« Reply #8 on: August 11, 2005, 07:15:15 AM »

YAY I FOUND A EDIT THAT SLACK MADE!!!  Roll Eyes
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Jonathan
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« Reply #9 on: August 11, 2005, 02:18:00 PM »

i have a problem when using the weapon strip, the first round starts ok, knife only, but then whenever the round ends, if you are holding a gun then the next round you cant pick a new one, until someone either drops a gun or you kill them  Huh i dont know why this is happening
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« Reply #10 on: August 11, 2005, 02:18:59 PM »

ummm, isnt that the point of aweapon strip?
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Jonathan
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« Reply #11 on: August 11, 2005, 02:23:18 PM »

the problem is that you cant pick up a new gun
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« Reply #12 on: August 11, 2005, 02:26:03 PM »

like after youve killed someone?
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Jonathan
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« Reply #13 on: August 11, 2005, 03:15:33 PM »

no, like this
-first round, everyone has knife, you can pick up guns, let say for example you finish the round and you are not dead, if you are holding a gun when the round is over, then
-next round, since its knife only, it of course takes the gun you have, you end up with knife, but the problem is you cant pick up a weapon, just walk over it, (nades you CAN pick) anyways the only way to pick up a gun is if someone else has dropped it.
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Slackiller
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« Reply #14 on: August 11, 2005, 05:43:29 PM »

so you are trying to make an fy_ type map with weapons on ground?

You do not have to strip weapons, just place a func_buyzone where the teams can not reach it and this will disable buying of weapons.

I remember other people having this problem. let me look around for a more accurate answer.
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