game_player_equip

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This is a point entity available in all Source games.

Contents

Entity description

Spawns one or several entities at the location of the player. Used in multiplayer games to automatically equip the players with standard gear on map spawn, and can be used to equip the player(s) with a multitude of things like weapons, ammo and items. In HL2:SP this entity must instead be triggered to spawn.

The entity requires a few steps to use properly. First you have to tell it what to equip, and then how.

What to equip

To properly use the entity, turn SmartEdit off and add new keyvalues manually. The key name should be the item; the value should be the number of that item to equip. For example, a keyvalue pair of weapon_ar2 and 1 will make the game_player_equip equip the player with 1 Combine assault rifle.

Activation

In multiplayer, simply having this entity anywhere in a map will automatically activate it every time a player is spawned into the map, for the spawning player. This is not supported in single-player.

You can also trigger this entity to spawn with the Use input, making it spawn at the location of the activating player only. (To prevent a triggerable game_player_equip from also being activated at player spawn in multiplayer, set the Use Only flag.) The default .fgd does not contain this input type, so you must manually enter Use into the Input type field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • master
<target_destination> Team Master (Obsolete) - Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.

Flags

  • 1 : Use Only
Makes it so that the specified entities are not automatically spawned.

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Spawn the keyvalue entities at the player location. Use Only is not required to be enabled for this to function.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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