This article's documentation is for anything that uses the Source engine. Click here for more information.

Player weaponstrip: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.)
(badly moved multipage rest of page history at Archived Page History/Player weaponstrip/en)
Line 1: Line 1:
{{LanguageBar}}
{{tabs|player_weaponstrip|goldsrc=1|source=1|main=source}}
{{tabs|player_weaponstrip|goldsrc=1|source=1|main=source}}
{{Ent not in fgd}}
{{Ent not in fgd}}
{{CD|CStripWeapons|file1=player.cpp}}
{{CD|CStripWeapons|file1=player.cpp}}
{{this is a|point entity|name=player_weaponstrip|sprite=1}}{{multipage}}
{{this is a|point entity|name=player_weaponstrip|sprite=1}}
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.:{{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.)}}}}
{{bug|If player changes the map after their weapons are stripped, the <code>viewmodel</code> of the last held weapon will appear but will be non-functional. This is fixed by picking up a new weapon.}}
 
{{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.}}
 
== Keyvalues ==
{{KV Targetname}}
 
== Inputs ==
{{IO|Strip|Strip player's weapons}}
{{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'}}
 
==See also==
* {{ent|trigger_weapon_strip}} - Similiar brush entity.

Revision as of 08:08, 14 July 2024

English (en)中文 (zh)Translate (Translate)
Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Left 4 DeadCounter-Strike: Global Offensive FGD by default.
See below for instructions on making it available.
C++ Class hierarchy
CStripWeapons
CPointEntity
CBaseEntity
C++ player.cpp
Player weaponstrip.png

player_weaponstrip is a point entity available in all Source Source games.

This entity strips the player of their weapons and/or suit.

Icon-Bug.pngBug:In Portal and Portal 2, the player's weapon will lower and become non-functional, but will not actually disappear.:
PlacementTip.pngWorkaround: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.)
  [todo tested in ?]
Icon-Bug.pngBug:If player changes the map after their weapons are stripped, the viewmodel of the last held weapon will appear but will be non-functional. This is fixed by picking up a new weapon.  [todo tested in ?]
Note.pngNote:In multiplayer, only the !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 or target).
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
StripActiveWeapon  (only in Left 4 Dead 2)
Removes the active weapon.
StripWeaponByClassname  (only in Left 4 Dead 2)
Removes a weapon by classname, eg 'weapon_gascan'

See also