player_weaponstrip

player_weaponstrip

Re: player_weaponstrip Posted by gorgieboy on Wed Dec 29th 2004 at 3:41pm
gorgieboy
5 posts
Posted 2004-12-29 3:41pm
5 posts 1 snarkmarks Registered: Dec 27th 2004
Hi I have placed the player_weaponstrip in my map (for CS) but I still have weapons

Where do you place the entity (actually in the person or what?)

Thanx :confused:
Re: player_weaponstrip Posted by baalpeor on Wed Dec 29th 2004 at 11:46pm
baalpeor
34 posts
Posted 2004-12-29 11:46pm
baalpeor
member
34 posts 43 snarkmarks Registered: Dec 6th 2003 Occupation: Deeze Location: Atlanta, GA
I've never used this entity myself but I'd bet it has to be triggered.
Re: player_weaponstrip Posted by Foxpup on Thu Dec 30th 2004 at 12:26am
Foxpup
380 posts
Posted 2004-12-30 12:26am
Foxpup
member
380 posts 38 snarkmarks Registered: Nov 26th 2004 Occupation: Student Location: the Land of Oz
You have to trigger it with a trigger_multiple or something and then everyone loses their weapons (including the knife!).
Re: player_weaponstrip Posted by Gwil on Mon Jan 3rd 2005 at 4:05pm
Gwil
2864 posts
Posted 2005-01-03 4:05pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Build a brush covered in the AAA texture, and stretch it to cover all the info_terrorist/ct start points at your respawn.

Have it up to about knee height. Select the brush and tie it to a "trigger_multiple" entity (Keyboard shortcut - Ctrl+T).

Right click the trigger brush, go to its properties - click the
smartedit button, and add to the target field the name of your your
weaponstrip entity.

If it doesnt have a name (the weaponstrip), invent one so the trigger_ brush can target it.
Re: player_weaponstrip Posted by WDUK on Fri Jan 7th 2005 at 9:34am
WDUK
13 posts
Posted 2005-01-07 9:34am
WDUK
member
13 posts 1 snarkmarks Registered: Dec 16th 2004 Occupation: Student Location: Merseyside, UK
Insted of creating 2 brushes at the spawn, here is an easier way.

Create a trigger_multiple point based entity (aka not a brush :smile: ) and give it the name game_playerspawn. You can place this anywhere in the map (except the void :lol: ). This name triggers it everytime the player spawns. Others include game_playerjoin, game_playerleave etc... but ignore them for now, game_playerspawn will do us fine.

Then create a player_weaponstrip and name it 'strip' w/o quotes. Now to configure your trigger_multiple. Turn off smartedit and create a new entry. The name should be the name of the player_weaponstrip (in this case 'strip') and the value should be the number of seconds after the player spawns when the entity should be 'triggered' (the value I normally use is 0.1). Thats the config done!

Your trigger_multiple config should now be:

trigger_multiple
name:game_playerspawn
strip:0.1

REMEMBER: This is not a brush, it is a point based entity :biggrin:

Any problems just contact me here :razz:
Re: player_weaponstrip Posted by mrnielsen on Sat Mar 19th 2005 at 8:49pm
mrnielsen
11 posts
Posted 2005-03-19 8:49pm
11 posts 11 snarkmarks Registered: Jan 24th 2005 Occupation: mapper :D Location: denmark
hi, im using the strip too in my map. but when a player triggers the strip, he cant pickup any weapons on the ground.. anyone knows how to fix that???

its a map where you pickup weapons during gameplay, and i need to make people loose weapons every round start...
Re: player_weaponstrip Posted by Junkyard God on Mon May 2nd 2005 at 12:51pm
Junkyard God
654 posts
Posted 2005-05-02 12:51pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
isn't it like... a block entity ? make a big block like a buy zone and call it a player_weaponstrip or something, i know witchever it is it does no have to be triggered