Player weaponstrip: Difference between revisions
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Bug:In the 
Portal series, the player's weapon will lower and become non-functional, but will not actually disappear. [todo tested in ?]
Note:In multiplayer, only the
(Remove entity description header, move multiplayer note to top of article) |
m (-added missing inputs that exists in l4d2 (not sure if it's only l4d2)) |
||
Line 12: | Line 12: | ||
{{IO|Strip|Strip player's weapons}} | {{IO|Strip|Strip player's weapons}} | ||
{{IO|StripWeaponsAndSuit|Strip player's weapons and suit}} | {{IO|StripWeaponsAndSuit|Strip player's weapons and suit}} | ||
{{IO|StripActiveWeapon|only={{l4d2}}|Removes the active weapon.}} | |||
{{IO|StripWeaponByClassname|only={{l4d2}}|Removes a weapon by classname, eg 'weapon_gascan'}} | |||
{{I BaseEntity}} | {{I BaseEntity}} | ||
Revision as of 09:44, 19 September 2022

This entity is also available as [[{{{1}}}|{{{1}}}]] for the Half-Life Engine.
Template:Base point This entity strips the player of their weapons and/or suit.



Workaround:Fire a DisableDraw input to the
viewmodel
entity with a slight delay after triggering the weaponstrip. (This does not prevent later picked up weapons from appearing.)

!activator
is targeted. This means the input needs to be fired as a result of a player interaction, such as touching a trigger or pressing a button. In games with VScript, EntFireByHandle()
can instead be used to fire the input with a specific player as the activator.Keyvalues
Inputs
- Strip
- Strip player's weapons
- StripWeaponsAndSuit
- Strip player's weapons and suit
Outputs
See also
- trigger_weapon_strip - Similiar brush entity.