game_player_equip

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game_player_equip

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 keyvalue pair of weapon_ar2 and 1 will make the game_player_equip equip the player with 1 Combine assault rifle.

Activation

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 single-player.

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 type, so you must manually enter Use into the Input type field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.

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

Keyvalues

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

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <string> (New with 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:Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

  • 1 : Use Only
  • 2 : Strip All Weapons First (New with Counter-Strike: Global Offensive)
  • 4 : Only Strip Same Weapon Type (New with Counter-Strike: Global Offensive)

Inputs

TriggerForAllPlayers  (New with Counter-Strike: Global Offensive)
This will force all connected players to take the weapon(s) specified.
TriggerForActivatedPlayer  <classname> (New with Counter-Strike: Global Offensive)
This will force the player who activated to equip the specified weapon.
Note:In <Insurgency>, this input is missing from the entity's code; may have been intentionally removed or not added for some reason.

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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:  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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.

See also