Game player equip: Difference between revisions

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{{wrongtitle|title=game_player_equip}}
{{base_point}}
[[File:game_player_equip.jpg|300px|thumb|game_player_equip]]
[[File:game_player_equip.jpg|300px|thumb|game_player_equip]]
 
{{base point|game_player_equip}} 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.
== Entity description ==
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.
In Half-Life 2 single player, this entity must instead be triggered to spawn.
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==== What to equip ====
==== 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 keyvalue pair of ''[[weapon_ar2]]'' and ''1'' will make the game_player_equip equip the player with 1 Combine assault rifle.
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 keyvalue pair of ''[[weapon_ar2]]'' and ''1'' will make the game_player_equip equip the player with 1 Combine assault rifle.
* See also [[List of entities#Weapon entities|Weapons]] and [[List of entities#Item entities|Items]].


==== Activation ====
==== Activation ====
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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 <code>Use</code> into the Input type field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.
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 <code>Use</code> into the Input type field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.


{{bug|The ''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''. For more details see this }}[http://forums.steampowered.com/forums/showthread.php?p=15409921#post15409921 forum posting]
{{bug|The ''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''. For more details see this [http://forums.steampowered.com/forums/showthread.php?p{{=}}15409921#post15409921 forum posting]}}


== Keyvalues ==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Team Master (Obsolete)|string|Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.}}
* '''master'''
{{KV Targetname}}
: <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 ==
== Flags ==
* 1 : Use Only
* 1 : Use Only
: Makes it so that the specified entities are not automatically spawned.


== Inputs ==
== Inputs ==
* {{I Targetname}}
{{I Targetname}}


* {{Not in FGD}} '''Use'''
== Outputs ==
: Spawn the keyvalue entities at the player location. ''Use Only'' is not required to be enabled for this to function.
{{O Targetname}}


== Outputs ==
== See also ==
* {{O Targetname}}
* [[List of entities#Weapon entities|Weapons]]
* [[List of entities#Item entities|Items]]

Revision as of 06:27, 26 July 2011

game_player_equip

Template:Base point 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.

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.

Icon-Bug.pngBug:The 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. For more details see this forum posting  [todo tested in ?]

Keyvalues

Team Master (Obsolete) ([todo internal name (i)]) <string>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

  • 1 : Use Only

Inputs

Outputs

See also