Re: give !player weapon_crowbar ?
Posted by Dark Tree on
Sat Nov 8th 2008 at 1:33pm
646 posts
264 snarkmarks
Registered:
Apr 30th 2004
Occupation: DigiPen student
Location: USA
Is there a way to give the crowbar to the player other than the traditional "picking it up?" I was hoping there would be a flag that prevents the player from picking it up until he does something else, 'unlocking' it. There is no such flag. Basically, I want the user to only be able to pick up the crowbar after he gets the suit.
Is there a way to execute console commands in-game? If so, I could use a prop_dynamic with the crowbar world model surrounded by a disabled trigger that when enabled, would kill the prop_dynamic and run the command "give weapon_crowbar"
Any thoughts?
Re: give !player weapon_crowbar ?
Posted by amanderino on
Sat Nov 8th 2008 at 6:20pm
205 posts
21 snarkmarks
Registered:
Nov 13th 2006
Location: United States
Couldn't you use a game_player_equip or point_template entity?
Re: give !player weapon_crowbar ?
Posted by Dark Tree on
Mon Nov 10th 2008 at 1:35am
646 posts
264 snarkmarks
Registered:
Apr 30th 2004
Occupation: DigiPen student
Location: USA
Ummm... amanderino rocks my cock off. This simplified my crazy entity setup of like eight or so entities into two. the trigger_once and the game_player_equip. Epic. Valve for serious needs to update Hammer to have 'Use' as one of game_player_equip's options, and not have it in red as if it's wrong :/.
Thanks to both of you for looking into this for me.