Player weaponstrip: Difference between revisions
		
		
		
		
		
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 Bug:In
Bug:In  and
 and  , the player's weapon will lower and become non-functional, but will not actually disappear.  [todo tested in ?]
, the player's weapon will lower and become non-functional, but will not actually disappear.  [todo tested in ?]
 Note:In multiplayer, only the
Note:In multiplayer, only the 
		
	
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| {{entitytabs|player_weaponstrip|goldsrc=1|source=1|main=source}} | {{entitytabs|player_weaponstrip|goldsrc=1|source=1|main=source}} | ||
| {{CD|CStripWeapons|file1=player.cpp}} | {{CD|CStripWeapons|file1=player.cpp}} | ||
| {{this is a|name=player_weaponstrip|e0|sprite=1}} This entity strips the player of their weapons and/or suit. | {{this is a|name=player_weaponstrip|e0|sprite=1}}{{multipage}} 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.}} | ||
Revision as of 02:14, 6 January 2024
|  Class hierarchy | 
|---|
| CStripWeapons | 
|  player.cpp | 

player_weaponstrip  is an   e0  available in all  Source games.Template:Multipage This entity strips the player of their weapons and/or suit.
 Source games.Template:Multipage This entity strips the player of their weapons and/or suit.
 Bug:In
Bug:In  and
 and  , the player's weapon will lower and become non-functional, but will not actually disappear.  [todo tested in ?]
, the player's weapon will lower and become non-functional, but will not actually disappear.  [todo tested in ?] Workaround:Fire a DisableDraw input to the 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.)
 Note:In multiplayer, only the
Note: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. 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.

