Template:Archived Page History/Player weaponstrip/en: Difference between revisions
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Bug:In
and
, the player's weapon will lower and become non-functional, but will not actually disappear.:
Workaround:Fire a DisableDraw input to the [todo tested in ?]
Note:In multiplayer, only the
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This entity strips the player of their weapons and/or suit. | This entity strips the player of their weapons and/or suit. | ||
{{bug|In {{portal}} and {{portal2}}, the player's weapon will lower and become non-functional, but will not actually disappear. | {{bug|In {{portal}} and {{portal2}}, the player's weapon will lower and become non-functional, but will not actually disappear.:{{workaround|Fire a DisableDraw input to the <code>viewmodel</code> entity with a slight delay after triggering the weaponstrip. (This does ''not'' prevent later picked up weapons from appearing.)}}}} | ||
:{{workaround|Fire a DisableDraw input to the <code>viewmodel</code> entity with a slight delay after triggering the weaponstrip. (This does ''not'' prevent later picked up weapons from appearing.)}} | |||
{{note|In multiplayer, only the <code>!activator</code> 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]], <code>EntFireByHandle()</code> can instead be used to fire the input with a specific player as the activator.}} | {{note|In multiplayer, only the <code>!activator</code> 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]], <code>EntFireByHandle()</code> can instead be used to fire the input with a specific player as the activator.}} | ||
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==See also== | ==See also== | ||
* | * {{ent|trigger_weapon_strip}} - Similiar brush entity. |
Revision as of 08:23, 4 March 2024
This entity strips the player of their weapons and/or suit.




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
- 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
Inputs
- Strip
- Strip player's weapons
- StripWeaponsAndSuit
- Strip player's weapons and suit
See also
- trigger_weapon_strip - Similiar brush entity.