weapon stay?

weapon stay?

Re: weapon stay? Posted by skot on Wed Dec 29th 2004 at 2:50am
skot
9 posts
Posted 2004-12-29 2:50am
skot
member
9 posts 1 snarkmarks Registered: Dec 27th 2004
hello i have a question about weapon stay? when useing sdk and
hammer i can set up the map and items ect. but i was wondering how to
set up items you start with. is there a text file to setup? i do
not know the correct name of what i want to do so im usure of what to
seach for. when i make the make i want to start with currtain
weapons

ie: shotgun with X ammount of rounds. also where can i select to
have weapons stay feature. most likely in the same file????

thanks so much.

skot
Re: weapon stay? Posted by satchmo on Wed Dec 29th 2004 at 3:39am
satchmo
2077 posts
Posted 2004-12-29 3:39am
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I accomplish this by placing the weapon entity directly on the info_player_start entity (superimposing them completely). I haven't tried to place more than one type of weapon this way, so I am not sure what happens when you have more than one weapon superimposed.

As far as the amount of ammo, I don't know how you can change that (besides the default set of ammo).
Re: weapon stay? Posted by skot on Wed Dec 29th 2004 at 3:57am
skot
9 posts
Posted 2004-12-29 3:57am
skot
member
9 posts 1 snarkmarks Registered: Dec 27th 2004
for the weapon placment at spawns seems good. i guess you could
also just stack it for multi weapons. ie: shotgun on the feet. handgun
on face and crossbow in your gut.

but i would also like to know if there is a master list so i can change the reload speed ect.

\skot
Re: weapon stay? Posted by Zeon on Wed Dec 29th 2004 at 4:20am
Zeon
37 posts
Posted 2004-12-29 4:20am
Zeon
member
37 posts 14 snarkmarks Registered: Dec 22nd 2004 Location: USA
<DIV class=quote>
<DIV class=quotetitle>? quoting satchmo</DIV>
<DIV class=quotetext>I accomplish this by placing the weapon entity directly on the info_player_start entity (superimposing them completely). I haven't tried to place more than one type of weapon this way, so I am not sure what happens when you have more than one weapon superimposed.

As far as the amount of ammo, I don't know how you can change that (besides the default set of ammo).

</DIV></DIV>
The problem with that method is (I'm assuming we're talking DM/TDM here) that say player 1 spawns up and gets the pre-designated weapons, and walks off. 1 second later, player 2 spawns up....and gets nothing. Players 3 and 4 spawn up..same thing. Player 1 walks around and comes back to the spawn point to see that there are crossbows, shotguns, rpgs, and ar2's galore...just sitting in a pile...so he snags them, leaving player 5 to fend for himself when he spawns there just a second later. :leper: lol
Re: weapon stay? Posted by Dark|Killer on Wed Dec 29th 2004 at 12:35pm
Dark|Killer
758 posts
Posted 2004-12-29 12:35pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
lol thats wierd :wtf:
Re: weapon stay? Posted by skot on Wed Dec 29th 2004 at 7:50pm
skot
9 posts
Posted 2004-12-29 7:50pm
skot
member
9 posts 1 snarkmarks Registered: Dec 27th 2004
so know one knows how to start off with weapons like the normal deathmatch?

skot
Re: weapon stay? Posted by omegaslayer on Wed Dec 29th 2004 at 8:21pm
omegaslayer
2481 posts
Posted 2004-12-29 8:21pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
there is an entity that starts you with specified equiptment, its
player_equip (if they have it in HL2), just hit smart edit and type in
the weapon_name and the ammount, and ammo_name and ammount.
Re: weapon stay? Posted by skot on Thu Dec 30th 2004 at 1:44am
skot
9 posts
Posted 2004-12-30 1:44am
skot
member
9 posts 1 snarkmarks Registered: Dec 27th 2004
AWSOME. THANKS SO MUCH. will see if that ones there when i get home. thanks

skot
Re: weapon stay? Posted by skot on Thu Dec 30th 2004 at 4:51am
skot
9 posts
Posted 2004-12-30 4:51am
skot
member
9 posts 1 snarkmarks Registered: Dec 27th 2004
ok that last suggestion is not an entity on HL2. the closest thing i
could find is game_player_equip below is the description of the entity
in the object properties...

could some please tell me if this is it or could it be used to give
weapons/ammo at the spawning of every player every time they
spawn? also if its not to much trouble could someone please
explain the meanings of the instructions below. im anoob and its
speaking another langage to me.

thanks guys

skot.
game_player_equip

An entity that gives equipment to the player who activates it. To use,
add new keys to this entity, where each key is the classname of a
weapon/item, and the corresponding value is the number of those
weapons/items to give to the player who uses this entity. If the 'Use
Only' spawnflag isn't set, then players can just touch this entity to
get the equipment.

KEYS

Name targetname <target_source> The name that other entities refer to this entity by.

spawnflags spawnflags <flags>

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

INPUTS

Kill Removes this entity from the world.

KillHierarchy Removes this entity and all its children from the world.

AddOutput <string> Adds an entity I/O connection to this entity.
Format: <output name>
<targetname>:<inputname>:<parameter>:<delay>:<max
times to fire (-1 == infinite)>. Very dangerous, use with care.

FireUser1 Causes this entity's OnUser1 output to be fired.

FireUser2 Causes this entity's OnUser2 output to be fired.

FireUser3 Causes this entity's OnUser3 output to be fired.

FireUser4 Causes this entity's OnUser4 output to be fired.

OUTPUTS

OnUser1 Fired in response to FireUser1 input.

OnUser2 Fired in response to FireUser2 input.

OnUser3 Fired in response to FireUser3 input.

OnUser4 Fired in response to FireUser4 input.
Re: weapon stay? Posted by Addicted to Morphine on Thu Aug 11th 2005 at 3:32am
Posted 2005-08-11 3:32am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Has anyone figured out how to equip specific weapons or provide ammo to
those who spawn besides merging the items with the spawn point?

I've searched these forums and can't find an answer...
Re: weapon stay? Posted by Crono on Thu Aug 11th 2005 at 7:51am
Crono
6628 posts
Posted 2005-08-11 7:51am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Pretty simple, actually.

You do place a "game_player_equip" inside the player spawn entity, I use about waist height.

Name it if you want to, it isn't necessary though, unless you target it through some system.

Click smart edit, add key values. Change the each key value to the item you want to equip (ex: weapon_shotgun). I just tried it and you can't walk through to get the weapon, but it does equip when you spawn. (Value is the amount you want, for a weapon, 1, is what you want)

I didn't try, but I'm sure it'll work the same for ammo, just make sure you have the weapon that the ammo goes to, otherwise the items will just flop out everywhere.

I'm sure this is good enough. Anything more complex and you need to work with the logic entities, as far as I can see.

Anyway, you can mess with it. It's pretty easy to understand and there's a help description with every entity in hammer (just click the help button in an entities property window)
Blame it on Microsoft, God does.