Player weaponstrip: 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 ?]
Bug:If player changes the map after their weapons are stripped, the
Note:In multiplayer, only the
m (→Inputs: Substituted IO templates) |
(its position in the world irrelevant so it's logical entity) |
||
Line 1: | Line 1: | ||
{{LanguageBar}} | {{LanguageBar}} | ||
{{ | {{TabsBar|main=gs|base=player_weaponstrip}} | ||
{{Ent not in fgd}} | {{Ent not in fgd}} | ||
{{CD|CStripWeapons|file1=player.cpp}} | {{CD|CStripWeapons|file1=player.cpp}} | ||
{{this is a| | {{this is a|logical entity|name=player_weaponstrip|sprite=1}} | ||
This entity strips the player of their weapons and/or suit. | This entity strips the player of their weapons and/or suit. | ||
Revision as of 07:30, 29 April 2025
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CStripWeapons |
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player_weaponstrip
is a logical entity available in all Source games.
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.)
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 ?]
!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.