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game_player_equip is a point entity available in all Source games.

Entity description

It spawns one or more entities at the location of the player. Used in multiplayer games to automatically equip the players with standard gear on map spawn, including a multitude of things like weapons, ammo and items. In Half-Life 2 single player, this entity must instead be triggered to spawn it's contents with the Use input. This entity requires a few steps to use properly; first you have to tell it what to equip, and then how.

What to equip

To properly use the entity, turn SmartEdit off and add new keyvalues manually. The key name should be the item; the value should be the number of that item to equip. For example, a key-value pair of "weapon_ar2" and "1" will make the game_player_equip equip the player with a pulse rifle.


In multiplayer, simply having this entity anywhere in a map will automatically activate it every time a player is spawned into the map, for the spawning player. This is not supported in singleplayer.

You can also trigger this entity to spawn with the Use input, making it spawn at the location of the activating player only. (To prevent a triggerable game_player_equip from also being activated at player spawn in multiplayer, set the Use Only flag.) The default .fgd does not contain this input, so you must manually enter Use into the Input field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.

Note.png Note: Singleplayer games only support the Use activation method. This makes it only able to be used with entities activated by the player (i.e. the player is the !activator of the I/O chain), such as a trigger_once or func_button. Otherwise, the game_player_equip will do nothing.
Bug.png Bug: The Use input has a bug which causes a crash if the activator is NULL. One such situation is when using a logic_auto to activate the game_player_equip. For more details see this forum posting


Team Master (Obsolete) <string>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


  • 1 : Use Only
  • 2 : Strip All Weapons First (in all games since Counter-Strike: Global Offensive)
  • 4 : Only Strip Same Weapon Type (in all games since Counter-Strike: Global Offensive)


TriggerForAllPlayers  (in all games since Counter-Strike: Global Offensive)
Equips all players with weapons specified in keyvalues.
TriggerForActivatedPlayer <classname> (in all games since Counter-Strike: Global Offensive)
This will force the player who activated to equip the specified weapon.
Bug.png Bug: Spawns the weapon 32x, this can lead to edict crash if used on multiple players at once.
Note.png Note: In <Insurgency>, this input is missing from the entity's code; may have been intentionally removed or not added for some reason.


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.



OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead <Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See also