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. [todo tested in ?]
Note:In multiplayer, only the
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m (Added a custom sprite icon) |
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{{Entity also in GoldSrc}} | {{Entity also in GoldSrc|player_weaponstrip}} | ||
{{ | {{point ent|player_weaponstrip|sprite=1}} This entity strips the player of their weapons and/or suit. | ||
{{bug|In | {{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.}} |
Revision as of 21:56, 11 November 2022

This entity is also available as player_weaponstrip for the Half-Life Engine.
Template:Point ent 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
- 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.