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info_player_equip is a point entity available in Synergy 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.pngTip:One instance of this entity can be used as the 'base' equipment -- the starting equipment when the level begins. Other instances can be Enabled to include other items found later in the level.


StartDisabled (???) <choices>
Whether players who spawn will receive its contents.
  • 0 : Start Disabled.
  • 1 : Start Enabled.
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Equipment Options


Key Value Memo
item_suit 0/1 H.E.V. Suit
item_armor 1-100 H.E.V. Suit's Powerarmor

Half-Life 2 Weapons

Key Value
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

Key Value
weapon_deagle 0/1
weapon_mp5k 0/1
weapon_mg1 0/1
Note.pngNote:Weapons alone spawn with a full loaded clip of ammo, but none in reserve. (ex. weapon_frag gives a single grenade, use ammo_grenade to give additional grenades)

Ammo (x = number of additional clips)

Key Recommended Value
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


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


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)
This output fires when the entity is killed and removed from the game.

See also