Difference between revisions of "Info player equip"

From Valve Developer Community
Jump to: navigation, search
Line 1: Line 1:
{{wip}}
 
 
{{Synergy}} '''info_player_equip''' is a [[point entity]] available in [[Synergy]].
 
{{Synergy}} '''info_player_equip''' is a [[point entity]] available in [[Synergy]].
 
It manages the players' equipment.
 
It manages the players' equipment.
  
 
==Entity description==
 
==Entity description==
Entity that will give players any equipment specified by it's key values (in the form of 'entity_classname' 'number_of_items'). This entity replaces the functionality of the [[game_player_equip]].
+
Entity that will give players any equipment specified by it's key values (in the form of 'entity_classname' 'number_of_items'). This entity replaces the functionality of the [[game_player_equip]]. The '''Enabled'''/'''Disabled''' states control whether or not players will spawn with its contents, they can still receive it with '''EquipPlayer''' and '''EquipAllPlayers''' Inputs, however.
 +
 
 +
{{tip|This is typically used to give players items found later within the same level, while they shouldn't be spawning with it initially.}}
 
{{tip|Multiple [[info_player_equip]] entities can exist simultaneously to be used to toggle between different "sets" of equipment.}}
 
{{tip|Multiple [[info_player_equip]] entities can exist simultaneously to be used to toggle between different "sets" of equipment.}}
  
Line 34: Line 35:
 
|-
 
|-
 
! Weapon
 
! Weapon
! Value
+
! Values
! Memo
 
 
|-
 
|-
 
| [[weapon_crowbar]]
 
| [[weapon_crowbar]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_stunstick]]
 
| [[weapon_stunstick]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_pistol]]
 
| [[weapon_pistol]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_357]]
 
| [[weapon_357]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_smg1]]
 
| [[weapon_smg1]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_ar2]]
 
| [[weapon_ar2]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_shotgun]]
 
| [[weapon_shotgun]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_crossbow]]
 
| [[weapon_crossbow]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_frag]]
 
| [[weapon_frag]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_rpg]]
 
| [[weapon_rpg]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_slam]]
 
| [[weapon_slam]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|-
 
|-
 
| [[weapon_physcannon]]
 
| [[weapon_physcannon]]
 
| 0/1
 
| 0/1
| Gives named weapon.
 
 
|}
 
|}
  
Line 90: Line 78:
 
|-
 
|-
 
! Weapon
 
! Weapon
! Recommended Values
+
! Values
 
|-
 
|-
 
| weapon_deagle
 
| weapon_deagle
 
| 0/1
 
| 0/1
 
|-
 
|-
| [[weapon_mp5k]]
+
| weapon_mp5k
 
| 0/1
 
| 0/1
 
|-
 
|-
| [[weapon_mg1]]
+
| weapon_mg1
 
| 0/1
 
| 0/1
 
|}
 
|}
  
'''Ammo'''
+
'''Ammo''' (x = number of clips)
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 109: Line 97:
 
|-
 
|-
 
| ammo_pistol
 
| ammo_pistol
| 18x per clip
+
| 18x
 
|-
 
|-
 
| ammo_357
 
| ammo_357
| 6x per clip
+
| 6x
 
|-
 
|-
 
| ammo_smg1
 
| ammo_smg1
| 45x per clip
+
| 45x
 
|-
 
|-
 
| ammo_smg1_grenade
 
| ammo_smg1_grenade
| 1-3
+
| 0-3
 
|-
 
|-
 
| ammo_ar2
 
| ammo_ar2
| 20x per clip
+
| 30x
 
|-
 
|-
 
| ammo_ar2altfire
 
| ammo_ar2altfire
| 1-3
+
| 0-3
 
|-
 
|-
 
| ammo_buckshot
 
| ammo_buckshot
| 6x per clip
+
| 6x
 
|-
 
|-
 
| ammo_xbowbolt
 
| ammo_xbowbolt
| 1x per clip
+
| 1x
 
|-
 
|-
 
| ammo_grenade
 
| ammo_grenade
| 1-4
+
| 0-4
 
|-
 
|-
 
| ammo_rpg_round
 
| ammo_rpg_round
| 1-3
+
| 0-3
 
|-
 
|-
 
| ammo_slam
 
| ammo_slam
| 1-3
+
| 0-3
 
|-
 
|-
 
|}
 
|}
  
{{note|Given weapons spawn with a full cilp and no reserve ammo. weapon_frag gives a single grenade, use ammo_grenade to give additional grenades.}}
+
{{note|Given weapons spawn with a full cilp, but with no reserve ammo. [[weapon_frag]] gives a single grenade, use ammo_grenade to give additional grenades.}}
  
 
==Inputs==
 
==Inputs==

Revision as of 21:13, 3 November 2011

<Synergy> info_player_equip is a point entity available in Synergy. It manages the players' equipment.

Entity description

Entity that will give players any equipment specified by it's key values (in the form of 'entity_classname' 'number_of_items'). This entity replaces the functionality of the game_player_equip. The Enabled/Disabled states control whether or not players will spawn with its contents, they can still receive it with EquipPlayer and EquipAllPlayers Inputs, however.

Tip.png Tip: This is typically used to give players items found later within the same level, while they shouldn't be spawning with it initially.
Tip.png Tip: Multiple info_player_equip entities can exist simultaneously to be used to toggle between different "sets" of equipment.

Keyvalues

StartDisabled <choices>
Start this entity Enabled or Disabled
  • 0 : Start Disabled.
  • 1 : Start Enabled.

Targetname:

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.

Equipment Options

Equipment

Item Recommend Values Memo
item_suit 0/1 H.E.V. Suit
item_armor 1-100 H.E.V. Suit's Powerarmor

Core Weapons

Weapon Values
weapon_crowbar 0/1
weapon_stunstick 0/1
weapon_pistol 0/1
weapon_357 0/1
weapon_smg1 0/1
weapon_ar2 0/1
weapon_shotgun 0/1
weapon_crossbow 0/1
weapon_frag 0/1
weapon_rpg 0/1
weapon_slam 0/1
weapon_physcannon 0/1

Synergy Weapons

Weapon Values
weapon_deagle 0/1
weapon_mp5k 0/1
weapon_mg1 0/1

Ammo (x = number of clips)

Type Recommend Values
ammo_pistol 18x
ammo_357 6x
ammo_smg1 45x
ammo_smg1_grenade 0-3
ammo_ar2 30x
ammo_ar2altfire 0-3
ammo_buckshot 6x
ammo_xbowbolt 1x
ammo_grenade 0-4
ammo_rpg_round 0-3
ammo_slam 0-3
Note.png Note: Given weapons spawn with a full cilp, but with no reserve ammo. weapon_frag gives a single grenade, use ammo_grenade to give additional grenades.

Inputs

Enable
All players who respawn while this entity is Enabled will receive its equipment.
Disable
Plyaers will not receive its equipment on respawn.
EquipPlayer
Equip the !activator of this input with the items contained in this entity, even if this entity is disabled. Activator must be a player.
EquipAllPlayers
Equip every living player with the items contained in this entity, even if this entity is disabled.

Outputs

Targetname:

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