Game player equip: Difference between revisions
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==Entity | {{TabsBar|main=gs|base=game_player_equip}} | ||
{{CD|CGamePlayerEquip|file1=1}} | |||
==Keyvalues== | {{this is a|logical entity|name=game_player_equip}} | ||
__TOC__ | |||
==Flags== | == Entity description == | ||
It spawns one or more [[entity|entities]] at the location of the player. Used in multiplayer games to automatically equip the players with standard gear on map spawn, including a multitude of things like weapons, ammo and items. In Half-Life 2 single player, this entity must instead be triggered to spawn its contents with the Use input. This entity requires a few steps to use properly; first you have to tell it what to equip, and then how. | |||
==Inputs== | {{important|In multiplayer of {{bms|4}} player will spawn with no ammo if this entity is placed on a map.}} | ||
== | ==== What to equip ==== | ||
To properly use the entity, turn [[Hammer Object Properties Dialog#SmartEdit|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 key-value pair of "[[weapon_ar2]]" and "1" will make the game_player_equip equip the player with a pulse rifle. | |||
[[ | {{bug|Number in value doesn't work in {{bms|4}} via I/O. It works only with player spawn in multiplayer.|hidetested=1}} | ||
==== 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 singleplayer. | |||
You can also trigger this entity to spawn with the <code>Use</code> 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, so you must manually enter <code>Use</code> into the Input field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct. | |||
{{note|Singleplayer games ''only'' support the <code>Use</code> activation method. This makes it only able to be used with entities activated by the player (i.e. the player is the <code>!activator</code> of the I/O chain), such as a [[trigger_once]] or [[func_button]]. Otherwise, the game_player_equip will do nothing.}} | |||
{{bug|The <code>Use</code> input has a bug which causes a crash if the activator is NULL. One such situation is when using a [[logic_auto]] to activate the ''game_player_equip''. | |||
{{workaround|Using a [[trigger_once]] on the player's spawn position activated by the logic_auto entity negates this issue.}} | |||
}} | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV|Team Master (Obsolete)|string|intn=master|Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.}} | |||
== Flags == | |||
{{fl|1|Use Only}} | |||
{{fl|2|Strip All Weapons First|In {{csgo|4}} also removes armor and [[item_heavyassaultsuit|heavyarmor]]. It doesn't in {{bms|4}}.|since={{csgo}}|also={{bms}}}} | |||
{{fl|4|Strip the player's suit|only={{bms}}}} | |||
{{fl|4|Only Strip Same Weapon Type|since={{csgo}}}} | |||
== Inputs == | |||
{{I|TriggerForAllPlayers|Equips all players with weapons specified in keyvalues.|since={{csgo}}|also={{bms}}}} | |||
{{I|TriggerForActivatedPlayer|This will force the player who activated to equip the specified weapon.|param=classname|since={{csgo}}}} | |||
{{bug|Spawns the weapon 32x, this can lead to edict crash if used on multiple players at once.}} | |||
{{Note|In {{insurgency}}, this input is missing from the entity's code; may have been intentionally removed or not added for some reason.}} | |||
== See also == | |||
* [[List of entities#Weapon entities|Weapons]] | |||
* [[List of entities#Item entities|Items]] |
Latest revision as of 05:18, 29 April 2025


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CGamePlayerEquip |
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game_player_equip
is a logical entity available in all Source games.
Entity description
It spawns one or more entities at the location of the player. Used in multiplayer games to automatically equip the players with standard gear on map spawn, including a multitude of things like weapons, ammo and items. In Half-Life 2 single player, this entity must instead be triggered to spawn its contents with the Use input. This 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 key-value pair of "weapon_ar2" and "1" will make the game_player_equip equip the player with a pulse 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 singleplayer.
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, so you must manually enter Use
into the Input field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.

Use
activation method. This makes it only able to be used with entities activated by the player (i.e. the player is the !activator
of the I/O chain), such as a trigger_once or func_button. Otherwise, the game_player_equip will do nothing.
Use
input has a bug which causes a crash if the activator is NULL. One such situation is when using a logic_auto to activate the game_player_equip.

Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Team Master (Obsolete) (master) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Flags
- Use Only : [1]
- Strip All Weapons First : [2] (in all games since
) (also in
)
- In
Counter-Strike: Global Offensive also removes armor and heavyarmor. It doesn't in
Black Mesa.
- Only Strip Same Weapon Type : [4] (in all games since
)
Inputs
- TriggerForAllPlayers (in all games since
) (also in
)
- Equips all players with weapons specified in keyvalues.
- TriggerForActivatedPlayer <classname> (in all games since
)
- This will force the player who activated to equip the specified weapon.


