Re: keep weapons between rounds/game_player_equip
Posted by Bionic on
Fri Jan 13th 2006 at 3:20pm
2 posts
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Registered:
Jan 13th 2006
Occupation: Scientist
Location: USA
<span style="color: white;">Hello,
I'm working on a fy-style map for CS:S, in which the player can just pick up a gun off the floor and run with it. Currently I'm using a game_player_equip to provide extra ammo for the guns. I have some auxiliary buyzones in the map so people can stock up if they can get to them. Unfortunately I believe that the game_player_equip strips the player of any purchased weapons in between rounds.
I like using the game_player_equip because I only need one entity to control all of the ammo distribution, so I am wondering if there is a flag I can set so that it will not strip all weapons at round start. Thanks for your help.
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Re: keep weapons between rounds/game_player_equip
Posted by sniper1418 on
Tue Jan 17th 2006 at 8:21pm
7 posts
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Registered:
Jun 4th 2005
im sorry i cant help but i am having the same problem as you are.
i wonder if it is a glitch in the update or something.
hmmmm i should send an error report to valve from the ingame error thing.
Re: keep weapons between rounds/game_player_equip
Posted by Bionic on
Thu Jan 19th 2006 at 2:30am
2 posts
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Registered:
Jan 13th 2006
Occupation: Scientist
Location: USA
I've tried just about everything I can think of and searched everywhere. As far as I can tell, there is no "ammo" entity in CS:S. If I try to give people more ammo with multiple weapon_xxx entities, it doesn't work (they just get one of the guns). I tried setting up a trigger_multiple that pointed to the game_player_equip but I don't think I got the I/O right.
I feel like there should be a key called "nostrip" or something similar that one could set, but I find no reference to it anywhere.
Re: keep weapons between rounds/game_player_equip
Posted by sniper1418 on
Sun Jan 29th 2006 at 2:08am
7 posts
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Registered:
Jun 4th 2005
do you have x-fire ?
if you do i can help you a little easier.
if i find a solution.