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
m (-added missing inputs that exists in l4d2 (not sure if it's only l4d2)) |
(-removed uniportant information) |
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== Keyvalues == | == Keyvalues == | ||
{{KV | {{KV Targetname}} | ||
== Inputs == | == Inputs == | ||
| Line 14: | Line 14: | ||
{{IO|StripActiveWeapon|only={{l4d2}}|Removes the active weapon.}} | {{IO|StripActiveWeapon|only={{l4d2}}|Removes the active weapon.}} | ||
{{IO|StripWeaponByClassname|only={{l4d2}}|Removes a weapon by classname, eg 'weapon_gascan'}} | {{IO|StripWeaponByClassname|only={{l4d2}}|Removes a weapon by classname, eg 'weapon_gascan'}} | ||
==See also== | ==See also== | ||
* [[trigger_weapon_strip]] - Similiar brush entity. | * [[trigger_weapon_strip]] - Similiar brush entity. | ||
Revision as of 09:45, 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 viewmodelentity 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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- Strip
- Strip player's weapons
- StripWeaponsAndSuit
- Strip player's weapons and suit
See also
- trigger_weapon_strip - Similiar brush entity.