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Posts with 'game_player_equip':


Did you mean hearsays spirits fryers?

User
Check the end of the tutorial for how to install the Expert FGD. That should get you the correct game_player_equip.
User
SRAW said:
If you want them on the floor, use armory_entity , otherwise you can also use game_player_equip

I did it ( armory_entity ) but I got another weap not awp :/ how do i make it awp weap ?
And how to add Grenades,kelvars in map and how to add a glass or a wall that when u hit it it will be broken, and how to add teleport places?
P.S: I dont have that game_player_equip option. How I get it ?
User
If you want them on the floor, use armory_entity , otherwise you can also use game_player_equip
User
You can do it. awp_l337sk337 and awp_snowsk337 both have you start with nothing. You get weapons based on which teleporters you go through at the beginning.

You can trigger a game_player_equip and it will affect the player who set it off.

A game_player_equip with NO NAME gets triggered every round and affects whole team(s).
User
I don't know how to start with nothing , but I do know how just to start with a knife , if that's what you're looking for ... Also for the VIP to start with just a pistol , I think is only possible with amxx mod not to sure.. Anyways if you just want players to start with knife :

Go to you're entity tool , click on the drop box and select

game_player_equip and place the entity somewhere , select it and then alt+enter and open the menu up and select knife YES , then click on name and type knife1

After that place an aaatrigger right on the spawn points and then select it and then crtl+t and select trigger_once , set target knife1 and close window

Now save you're map compile it and test it out , hope this works for you...
User
You do not to add any thing just create an entity then rename the entity as the desired function.
E.g
You want to strip a player of all his weapon on map start
create a multi_manger. Then in properties REname where it says multi_manager to player_weaponstrip. Then to trigger it just create another multi manger and set the name to game_playerspawn. Then disable smart edit click add then add the name given to player_weaponstrip entity. and the value is the delay after which it will trigger player_weaponstrip entity.

Same for game_player_equip.
but disable smart edit and click add to add the desired weapon you want.
e.g weapon_knife gives every spawning player a knife

check your autobuy.txt in cstrike to get all the weapons names.

I will not be here so no question will be answered.
User
eDan Co. said:
Q. How do I change weapons players get/buy?

Give weapons to players on start
Create one single game_player_equip for all players in the map. You can set what weapons will be given in the entity's properties, or even make the players spawn with sparks flying around!
Note the more than one weapon of each category can be given at once. e.g. A player can receive AWP, M4A1 and AK47 all at once!


I cant find game_player_equip. Where to find it?
User
SRAW said:
cover the whole map with trigger_multiple targeted to game_player_equip

thank you very much...

SRAW said:
indo babi

Hey. Please stop mocking me.
I'm an Indo does not mean you can always mock me.
Why???
User
cover the whole map with trigger_multiple targeted to game_player_equip
User
can we make grenade given automatically on whole map?
armoury_entity or game_player_equip???
thanks.
User
if you want only knife (what is on JB and Jail maps)place another game_player_equip choose knife but DO NOT tick "use only" in flags
User
I've found this problem. I have created a Game_Player_Equip entity, that spawns that damn medikit. I have just selected to give medikit at the spawn now everything is normal.
Truck
Do you have a player_weaponstrip in your map or maybe an game_player_equip which doesn't give anything to the players?
User
what you ere sayng????
entity what nemes game_player_equip does not exist... any entities game_... doesn´t EXIST
Create a game_player_equip entity and in its properties set it to give the weapons you want, also give the entity a name, also in the "Flags"-tab check "Use only".

Make a button that targets that game_player_equip.
User
ok i added a game_player_equip entity next to
info_player_deathmatch and one equip entity next
to info_player_start!! i assigned it to give usp & knife
to CT and glock & knife to T. But all i get is a glock
for both CT's and T's and a flying knife

edit: i've changed both player_equip entities to armoury_entity
hit alt-enter but i dont see a "weapon_equip"! all i get is a list
of weapons!
Truck
User
Use game_player_equip
User
If you set the game_player_equip to give 2 guns, they will keep both.
User
HoV Black said:
you need 3 entitys

game_player_equip
player_weapon_strip
multi_manager

names might be off a little

name the equip "equip" and the strip "strip"

the properties for the equip and strip are self explanatory and simple

in the multi_manager use smart edit and type strip then value "0.1" then add another and do equip 0.2

kinda of hard to understand but :P i told everything that needs to be told

game_player_equip automatically strips the guns I think
User
you need 3 entitys

game_player_equip
player_weapon_strip
multi_manager

names might be off a little

name the equip "equip" and the strip "strip"

the properties for the equip and strip are self explanatory and simple

in the multi_manager use smart edit and type strip then value "0.1" then add another and do equip 0.2

kinda of hard to understand but :P i told everything that needs to be told
User
game_player_equip may not appear in your entity list without the CS Expert FGD available here.
User
User
hey dude i need your help.. i want to know .. how to create game_player_equip function
Use the point-entity game_player_equip.
Truck
hueyjie said:
If we use the player_weaponstrip point entity, players won't have any weapons?

Depends on what you are trying to do. If you want to strip both teams of their weapons it's easier to just use the game_player_equip. If you only want to strip a specific team of their weapons you have to use the player_weaponstrip in combination with trigger_multiple.
Truck
hueyjie said:
1. why do some maps come with a .res file and what is the use of the file?

2. why do some maps come with a .wad file? the texture of the map can't be stored in the map?

3. how to make players without pistols or knives at the beginning of the game?

4. what is the entity for an object to make it has an ability to heal players?

5. why we can't steal the textures of some maps using textract? eg. de_dust2

1. The .res-file is a list of custom files used by a map(eg. sound, textures, models, skies etc.). When a player connects to a server it will automatically download the files listed in the .res-file so the player can play your custom map. Read more: http://www.telefragged.com/wally/tutorials/res_files.html

2. Yes, textures can be embedded inside the .bsp-file. Reason for people not doing it: they don't know how to do it, they just forgot it or they don't give a fuck.

3. game_player_equip

5. Maybe a bug in textract? Also remember that not all textures de_dust2 uses are embedded in the bsp-file, it also uses some textures from cs_dust.wad and halflife.wad I believe.
User
bigmac said:
Help... do i need to say more
could someone show an example of one.. be a real help


To spawn without guns place a game_player_equip (anywhere inside the map), leave Name and Team Master blank and make sure the other fields read No.
Truck
User
sprinkles said:
It would be player_weapon_equip I believe.


its game_player_equip , but i dont think it can give defuse kits
so why dont you try armoury_entity, although i dont think it can give kits either

your best bet is to use a amxx plugin like this , and note i have completely forgotten the syntax so...
amxx code
#include <amxmisc> #include <amxmodx> public plugin_init(){ set_task("givething",<loop forever thing>) } public givething(id){ if(cs_get_user_team(id)==CS_TEAM_CT){ give_item("item_defusekit") } }



.. some thing like that
User
game_player_equip is the only probleming i am having i don't spawn with a knife
for the properties of
game_player_equip
Name
Team Master

Thats it Theres no Yes to knife check off thing like i was reading in other post...

Need help with this
Ninjabojk said:
hi:D
Was wondering, if i want the player to be given a weapon when i walks in a tele how can i fix it?

Really hopes this thread isn't dead:D

You can make a trigger_multiple where the trigger_teleport is and make the trigger_multiple target a game_player_equip.
Truck
User
have you played the map?

and are you saying i should change the textures of some things?

code
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures yuanmapfinal3 Entering yuanmapfinal3.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: (0.06 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.23 seconds) Using Wadfile: \cs 1.6\cstrike\yuanwad.wad - Contains 1 used texture, 6.67 percent of map (1 textures in wad) Using Wadfile: \cs 1.6\cstrike\cs_dust.wad - Contains 0 used textures, 0.00 percent of map (28 textures in wad) Using Wadfile: \cs 1.6\cstrike\cstrike.wad - Contains 2 used textures, 13.33 percent of map (123 textures in wad) Using Wadfile: \cs 1.6\cstrike\halflife.wad - Contains 12 used textures, 80.00 percent of map (3116 textures in wad) added 6 additional animating textures. Texture usage is at 0.43 mb (of 4.00 mb MAX) 0.64 seconds elapsed ----- END hlcsg ----- hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlbsp ----- Command line: hlbsp yuanmapfinal3 Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096) Warning: === LEAK in hull 0 === Entity game_player_equip @ (1284, 128,-600) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush Leak pointfile generated Warning: === LEAK in hull 1 === Entity game_player_equip @ (1284, 128,-600) Warning: === LEAK in hull 2 === Entity game_player_equip @ (1284, 128,-600) Warning: === LEAK in hull 3 === Entity game_player_equip @ (1284, 128,-600) 1.03 seconds elapsed ----- END hlbsp ----- hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlvis ----- Command line: hlvis yuanmapfinal3 >> There was a problem compiling the map. >> Check the file yuanmapfinal3.log for the cause. ----- END hlvis ----- hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlrad ----- Command line: hlrad yuanmapfinal3 >> There was a problem compiling the map. >> Check the file yuanmapfinal3.log for the cause. ----- END hlrad -----
User
Mate de Vita said:
Sushi said:
This is what I did, hope it's right. I put trigger_multiple under the spawns using an "AAtrigger" texture. Then I made a multi_manager and named it knife1. Then I typed in the trigger_multiple for the "Target" "knife1". Next, I created a game_player_equip and named it, "knife1" also. Finally, I set the game player equip to "Give knife" to yes.

Am I right?

No. That would trigger the multi_manager and game_player_equip at the same time. Do it like this:

1) trigger_multiple under the spawn. Target "multi1".
2) multi_manager anywhere inside the map. Name "multi1". Disable smartedit and add:
- key: "strip1", value: 0
- key: "equip1", value: 1
3) player_weaponstrip anywhere inside the map. Name "strip1".
4) game_player_equip anywhere inside the map. Name "equip1" and give knife Yes.

Do this for each of the T spawns (and put the trigger_multiples high enough so that players won't be able to walk/jump into them), but change the numbers in the names of the entities ("multi2", "multi3", etc.)



Ok, you just said to put the multiple under the spawn, then your saying here, put the trigger_multiples high enough so that players won't be able to walk/jump into them.
What?
Sushi said:
This is what I did, hope it's right. I put trigger_multiple under the spawns using an "AAtrigger" texture. Then I made a multi_manager and named it knife1. Then I typed in the trigger_multiple for the "Target" "knife1". Next, I created a game_player_equip and named it, "knife1" also. Finally, I set the game player equip to "Give knife" to yes.

Am I right?

No. That would trigger the multi_manager and game_player_equip at the same time. Do it like this:

1) trigger_multiple under the spawn. Target "multi1".
2) multi_manager anywhere inside the map. Name "multi1". Disable smartedit and add:
- key: "strip1", value: 0
- key: "equip1", value: 1
3) player_weaponstrip anywhere inside the map. Name "strip1".
4) game_player_equip anywhere inside the map. Name "equip1" and give knife Yes.

Do this for each of the T spawns (and put the trigger_multiples high enough so that players won't be able to walk/jump into them), but change the numbers in the names of the entities ("multi2", "multi3", etc.)
User
Mate de Vita said:
In the multi_manager's properties do the following:
disable smartedit
press add
write the name of the player_weaponstrip under key and 0 under value
press ok
press add again
write the name of the game_player_equip under key and 1 under value
press ok

??? (optional)
profit (optional).


And did that.
User
This is what I did, hope it's right. I put trigger_multiple under the spawns using an "AAtrigger" texture. Then I made a multi_manager and named it knife1. Then I typed in the trigger_multiple for the "Target" "knife1". Next, I created a game_player_equip and named it, "knife1" also. Finally, I set the game player equip to "Give knife" to yes.

Am I right?
In the multi_manager's properties do the following:
disable smartedit
press add
write the name of the player_weaponstrip under key and 0 under value
press ok
press add again
write the name of the game_player_equip under key and 1 under value
press ok

??? (optional)
profit (optional).
User
Mate de Vita said:
which in turn targets a player_weaponstrip with the value 0 and a game_player_equip with a value of 1.


I kind of didn't get this part.
User
Mate de Vita said:
Make a trigger_multiple under the spawn, make it target a multi_manager, which in turn targets a player_weaponstrip with the value 0 and a game_player_equip with a value of 1.


A bit confuse. But I will try.
Make a trigger_multiple under the spawn, make it target a multi_manager, which in turn targets a player_weaponstrip with the value 0 and a game_player_equip with a value of 1.
User
Sushi said:
superjer said:
You need a player_weaponstrip to get activated followed by a game_player_equip.

Good luck, it's dicey... it still doesn't work alllll the time in *sk337.


I put player_weaponstirp under all the spawn?




Do I put it under the spawn?
User
superjer said:
You need a player_weaponstrip to get activated followed by a game_player_equip.

Good luck, it's dicey... it still doesn't work alllll the time in *sk337.


Guess where I learned it from.
User
superjer said:
You need a player_weaponstrip to get activated followed by a game_player_equip.

Good luck, it's dicey... it still doesn't work alllll the time in *sk337.


I put player_weaponstirp under all the spawn?

User
You need a player_weaponstrip to get activated followed by a game_player_equip.

Good luck, it's dicey... it still doesn't work alllll the time in *sk337.
User
Killer-Duck said:
In the game_player_equip look for something like "Give 7.62mm NATO Ammo" and set it to "2 Clips (Fill Scout & G3/S-G1)".


Wow! I somehow never noticed the ammo options. Thanks.
In the game_player_equip look for something like "Give 7.62mm NATO Ammo" and set it to "2 Clips (Fill Scout & G3/S-G1)".
User
Hello. I've got a problem. I've got a game_player_equip which gives the players a knife and a scout. How do I make it so the scout spawns with full ammo?
User
There is a FAQ for a reason you know.


eDan Co. said:
Q. How do I change weapons players get/buy?

Disable buying
Create a func_buyzone brush-entity, and place it inside your map in a place inaccessible to players (inside a wall is good). This will remove the buyzones at all spawn areas in the map.

Place weapons on the ground
Create an armoury_entity (point entity) where you want the weapon to be. You can open the armoury_entity's properties to set what weapon will spawn (Item) and how many (Count).

Give weapons to players on start
Create one single game_player_equip for all players in the map. You can set what weapons will be given in the entity's properties, or even make the players spawn with sparks flying around!
Note the more than one weapon of each category can be given at once. e.g. A player can receive AWP, M4A1 and AK47 all at once!


Thank you Down Rodeo for the great inspiration!

User
Sushi said:
sprinkles said:
Once you have that you can use the player_weaponstrip or whatever its called that will strip all weapons from the T place that so that the T falls through it when he spawns [ie right under the spawn] next use the game_player_equip name it knife select knife set it to yes put that anywhere the player cannot reach that is still inside your map put a trigger_once under each of the T spawns like the player_weaponstrip tell it to trigger knife [your game_player_equip] so that no one can buy anything put a func_buyzone some place where no player can reach ever




I don't have trigger_once. And I have all fgd.



Sushi said:
I don't have trigger_multiple.



trigger_once and trigger_multiple are brush entities so make a brush under the player spawn tie to entity then select trigger_once or trigger_multiple
User
sprinkles said:






Once you have that you can use the player_weaponstrip or whatever its called that will strip all weapons from the T place that so that the T falls through it when he spawns [ie right under the spawn] next use the game_player_equip name it knife select knife set it to yes put that anywhere the player cannot reach that is still inside your map put a trigger_once under each of the T spawns like the player_weaponstrip tell it to trigger knife [your game_player_equip] so that no one can buy anything put a func_buyzone some place where no player can reach ever




I don't have trigger_once. And I have all fgd.
User
This is my last post before I crash out sooo...

You need to have this in Hammer ::

http://www.superjer.com/files/cs-fgd-xp_8u.zip
Unzip everything to your Hammer/fgd/counter-strike folder. Then tell Hammer to use the new FGD (Tools->Options->Game Configurations->Game Data Files box). [sorry im tired and that was qouted i will kix it later]

Once you have that you can use the player_weaponstrip or whatever its called that will strip all weapons from the T place that so that the T falls through it when he spawns [ie right under the spawn] next use the game_player_equip name it knife select knife set it to yes put that anywhere the player cannot reach that is still inside your map put a trigger_once under each of the T spawns like the player_weaponstrip tell it to trigger knife [your game_player_equip] so that no one can buy anything put a func_buyzone some place where no player can reach ever
game_player_equip is a point entity. If you don't have it, make sure you have the expert.fgd from this site (or an equivalent fgd) and that it's set up properly in hammer (under Tools->Options->Game Configurations->Game data files).
User
macogoo said:
Okay, i will try:D<3

Edit: I've made an trigger_multiple with target ts
(name of my info_player_start) but they still get usp



Did you set up the game_player_equip?
Make each team (or each player) fall through a trigger_multiple when they spawn and make the trigger_multiple(s) of CTs target a game_player_equip with USP and the trigger_multiple(s) of Ts target one with the glock or whatever it is.
Truck
User
sprinkles said:
Well for the terrorist use player_weaponstrip jus' above the spawn point [at least thats how I believe you use it -I have never actually used it before -regardless that is the entity you want to use] then put the game_player_equip add weapon_knife to the key value [thats the basic way how to do it you may have to change this here and there but....]

[someone correct me on that I don't think its right]


The CT's are easier though you want to put a brush tied to func_buyzone somewhere that nobody can reach at all. That will eliminate the initial buyzones Counter Strike puts in there.

You may be having problems with your armoury_entity because it is on the ground. No entities can be touching a brush, thus you must make the armoury_entity above ground it naturally will fall down to the ground, and no one will know.




OH! Thanks man. Becuase I put the entity way on the ground. Now I put the entity's like 3 units above the ground.
But 1 more thing. How do I open doors using buttons? And putting models in my map?
Truck
User
Well for the terrorist use player_weaponstrip jus' above the spawn point [at least thats how I believe you use it -I have never actually used it before -regardless that is the entity you want to use] then put the game_player_equip add weapon_knife to the key value [thats the basic way how to do it you may have to change this here and there but....]

[someone correct me on that I don't think its right]


The CT's are easier though you want to put a brush tied to func_buyzone somewhere that nobody can reach at all. That will eliminate the initial buyzones Counter Strike puts in there.

You may be having problems with your armoury_entity because it is on the ground. No entities can be touching a brush, thus you must make the armoury_entity above ground it naturally will fall down to the ground, and no one will know.

Gobble Gobble said:
I know you guys have answered this numerous times but i cant seem to find a way to make the sliding doors go UP. I mean I got it working but it only slides one direction.

In the entity properties (alt+enter when you have the door selected) there's a little compass and under it a little box. Set the direction to Up there.
Gobble Gobble said:
Also im trying to make it a cell door so its see through but i cant see through it. the texture is {Ladder2B.

Change the Render Mode to Solid and FX Amount to 255 (if it isn't yet).
Gobble Gobble said:
Ok I have a little bit of a problem. I cant seem to find my game_player_equip entity. am I suppose to download something or what? Because I cant seem to find it using my entity tool.

It should be in the point entity list (press shift+e and the list should be on the right side of the hammer window). If it isn't in the list (or if there's no list at all), you probably haven't set up the fgd properly. So download the fgd from this site's tutorial and in hammer go to tools->options->game configurations and under game data files add this fgd.
I know you guys have answered this numerous times but i cant seem to find a way to make the sliding doors go UP. I mean I got it working but it only slides one direction. Also im trying to make it a cell door so its see through but i cant see through it. the texture is {Ladder2B.

Ok I have a little bit of a problem. I cant seem to find my game_player_equip entity. am I suppose to download something or what? Because I cant seem to find it using my entity tool.
User
just place a game_player_equip anywhere on the map and you can set the awp thing.
to get rid of buy zones, make a brushbased entity that is called func_buyzone, and place it somewhere unreachable, then place a info_map_parameter entity and you can disable buying
CarsonDaly said:
1. The first floor of my level has water in it and i am trying to create a wheel on a different floor that raises the water level on floor 1. I am also trying to make the wheel spin when it is used- i searched the superjer forums but i didn't see a similar question- sorry if this is a repost.

I think func_rot_button should do the trick for this. As for the rising water, I'm not completely sure but try this: tie it to func_water, set the compass to Up. Set the speed etc. to whatever you wish. Give it the name 'water' and make the func_rot_button target 'water'.

CarsonDaly said:
2. This one is a tad trickier- I currently have a game_player_equip set up to give the players on both teams both a knife and a m3. The problem is that i am trying to have a storage cabinet in the level that will equip the player with armor, auto shotgun, and an HE grenade. I can get this to work if i use trigger_once, but if i enable trigger multiple (like i want to- i want the storage cabinet to refresh) the second game_player_equip Adds to the first one and the players spawn with m3, autom3, armor, grenade, and knife. either that or it completely replaces the original game_player_equip- both have happened.

What am i doing wrong? how can i get less stupids?
help plox!

Can't you just place the items on the ground in the storage cabinet using the armoury_entity?
Also if you're mapping for cs, never use trigger_once unless you want whatever it triggers only to be triggered in the first round.
User
1. The first floor of my level has water in it and i am trying to create a wheel on a different floor that raises the water level on floor 1. I am also trying to make the wheel spin when it is used- i searched the superjer forums but i didn't see a similar question- sorry if this is a repost.

2. This one is a tad trickier- I currently have a game_player_equip set up to give the players on both teams both a knife and a m3. The problem is that i am trying to have a storage cabinet in the level that will equip the player with armor, auto shotgun, and an HE grenade. I can get this to work if i use trigger_once, but if i enable trigger multiple (like i want to- i want the storage cabinet to refresh) the second game_player_equip Adds to the first one and the players spawn with m3, autom3, armor, grenade, and knife. either that or it completely replaces the original game_player_equip- both have happened.

What am i doing wrong? how can i get less stupids?
help plox!
seanmac said:
1. Is it possible to have a car with two people in it drive through a game_player_equip equipping them with a weapon and then disabling the game_player_equip so nobody else can use it?

I'd do it like this (not sure if this will work but I think it should. Also this is probably not the simplest setup but it's the first one that comes to mind.):


- make the car

- make a brush where you want the car to have to drive through, texture it with AAATRIGGER. Tie it to trigger_multiple. In its properties set the target to 'multi' and master to 'master'.
- make a multi_manager and set targets to 'relay' and 'equip'. Give it the name 'multi'.
- make a trigger_relay, name it 'relay'. Set its target to 'master' and trigger state to off.
- make a multisource and name it 'master'.
- make a game_player_equip, name it 'equip'. Set whatever weapons you want the players to get.

- make one of the spawn points high in the air and under it make a trigger_multiple. Set 'on' as its target.
- make another trigger_relay, name it 'on', set the trigger state to on and make it target 'master'.



Wow, that was even longer than I thought it would be. But I think it should work.

seanmac said:
2. Can you make doors that are breakable, e.g create 10 doors that can open at the press of a button or if a door has 500 dmg done to it it will break open that way. Or would it be easier to make all the doors func_breakable and just have a button destroy them?

I don't think you can do that (maybe if you have both func_breakable and func_door and you trigger both at once in any case and make the one you don't want to be seen invisible with env_render but I'm not sure if this will work or not, I've never used env_render).

seanmac said:
3. How can you make it so that once a player passes through an area, everyone else in a specific area is killed after 10 seconds.

Make the trigger area a trigger_multiple and make it target 'hurt'. Set the delay before trigger to 10.
Make the allplayersherearekilled area a trigger_hurt, name it 'hurt'. Set the damage to 100 (or more). In flags check Start Off.

seanmac said:
4. How can you create custom entities for use by a mod/plugin.

Do you kow C++?
User
1. Is it possible to have a car with two people in it drive through a game_player_equip equipping them with a weapon and then disabling the game_player_equip so nobody else can use it?

2. Can you make doors that are breakable, e.g create 10 doors that can open at the press of a button or if a door has 500 dmg done to it it will break open that way. Or would it be easier to make all the doors func_breakable and just have a button destroy them?

3. How can you make it so that once a player passes through an area, everyone else in a specific area is killed after 10 seconds.

4. How can you create custom entities for use by a mod/plugin.
Truck
Name the game_player_equip 'equip', make the e.g. ct spawns high in the air, then right below them make trigger_multiples that target 'equip'.
I think that should work.
Truck
Mate de Vita said:
demeesterchef said:
With the Give weapons to players on the start, do i need to tie it to a AAATRIGGER?

game_player_equip is a point entity, not a brush entity. So it can't be textured. So no.

EDIT: Damn. KD beats me again.


So.. where do i put the entinity?
Do i need a entinity for each player?
Truck
demeesterchef said:
With the Give weapons to players on the start, do i need to tie it to a AAATRIGGER?

game_player_equip is a point entity, not a brush entity. So it can't be textured. So no.

EDIT: Damn. KD beats me again.
Truck
demeesterchef said:

With the Give weapons to players on the start, do i need to tie it to a AAATRIGGER?


No, since game_player_equip is a point-entity. (You insert it using the Entity Tool)
Truck
Mate de Vita said:
eDan Co. said:
Q. How do I change weapons players get/buy?

Disable buying
Create a func_buyzone brush-entity, and place it inside your map in a place inaccessible to players (inside a wall is good). This will remove the buyzones at all spawn areas in the map.

Place weapons on the ground
Create an armoury_entity (point entity) where you want the weapon to be. You can open the armoury_entity's properties to set what weapon will spawn (Item) and how many (Count).

Give weapons to players on start
Create one single game_player_equip for all players in the map. You can set what weapons will be given in the entity's properties, or even make the players spawn with sparks flying around!
Note the more than one weapon of each category can be given at once. e.g. A player can receive AWP, M4A1 and AK47 all at once!


Thank you Down Rodeo for the great inspiration!


With the Give weapons to players on the start, do i need to tie it to a AAATRIGGER?
Truck
eDan Co. said:
Q. How do I change weapons players get/buy?

Disable buying
Create a func_buyzone brush-entity, and place it inside your map in a place inaccessible to players (inside a wall is good). This will remove the buyzones at all spawn areas in the map.

Place weapons on the ground
Create an armoury_entity (point entity) where you want the weapon to be. You can open the armoury_entity's properties to set what weapon will spawn (Item) and how many (Count).

Give weapons to players on start
Create one single game_player_equip for all players in the map. You can set what weapons will be given in the entity's properties, or even make the players spawn with sparks flying around!
Note the more than one weapon of each category can be given at once. e.g. A player can receive AWP, M4A1 and AK47 all at once!


Thank you Down Rodeo for the great inspiration!
User
i have supejers expert fgd... but i dont have not looped... and when i in tools>options remove expert fgd and start hammer again only with halflife-cs.fgd i have is NOT looped... but than i dont have game_player_equip and other expert fgd... :S

EDIT: it work now... but can some one explain better that trigger_multiple :) thanks! :D
User
Its entity tool [shift+e] i know that... but u say click on it and create entity... what entity? i cant find entity named game_player_equip ... im noob :( :( :( :(
User
I mean it's the button that looks like a light bulb. Create an entity with it and make it a game_player_equip.
User
dont understand how to create game_player_equip
eDan Co. said:
Give weapons to players on start
Create one single game_player_equip for all players in the map. You can set what weapons will be given in the entity's properties, or even make the players spawn with sparks flying around!
Note the more than one weapon of each category can be given at once. e.g. A player can receive AWP, M4A1 and AK47 all at once!

Only set 'Give knife' to Yes in the properties of the game_player_equip. Everything else should be No.
User
Q. How do I change weapons players get/buy?

Disable buying
Create a func_buyzone brush-entity, and place it inside your map in a place inaccessible to players (inside a wall is good). This will remove the buyzones at all spawn areas in the map.

Place weapons on the ground
Create an armoury_entity (point entity) where you want the weapon to be. You can open the armoury_entity's properties to set what weapon will spawn (Item) and how many (Count).

Give weapons to players on start
Create one single game_player_equip for all players in the map. You can set what weapons will be given in the entity's properties, or even make the players spawn with sparks flying around!
Note the more than one weapon of each category can be given at once. e.g. A player can receive AWP, M4A1 and AK47 all at once!


Thank you Down Rodeo for the great inspiration!
Truck
User
1) Make your spawn points slightly elevated, so there will be workspace underneath them.

2) Create two brush-entities, one on top of the other, under the player. Make them both trigger_multiple. In their properties, set the top one's target to Edan and the bottom one's target to Dermatitis.

3) Make a player_weaponstrip and name it Edan.

4) Make a game_player_equip and name it Dermatitis.

You can make the trigger_multiples be under a each team, and set what weapons they will receive, or you can make one for each player, if you'd ever want to...

I hope this works, as I've never actually done this.
User
how do you use game_player_equip because everytime i try to use it cs shuts down. as soon as i delete the entity it syops that. if i try to trigger it. i think i am doing that wrong too however. i put a trigger box on each of the player entity start points. it pops up with some message but i can't remember what it was. so how do i make it and i would prefer not having to trigger it for all of the players.
User
i kno its d light bulb but where can i find game_player_equip???i cant find it in the list.
User
There is a point-entity called game_player_equip. Create one and open its properties.

I hope you can figure the rest out on your own.
Truck
User
Mate de Vita said:
try the item_healthkit then. Though it may be halflife only.
As for the pistols, I have no idea. You can equip them at the beginning of the round using game_player_equip but I don't think you can lay them on the ground...



this didn't work. i used the map for condition zero
Truck
try the item_healthkit then. Though it may be halflife only.
As for the pistols, I have no idea. You can equip them at the beginning of the round using game_player_equip but I don't think you can lay them on the ground...
User
seanmac said:
1. Is there a way to make a button unusable after is has been pressed until all the rounds have been reset. I mean if its been pressed in round number 3, no one can press it the rest of the game. Can a mod do this if the map can't?

2. When using trigger_push to push somebody through a game_player_equip, is there a way to deacticate one game_player_equip and activate another. ex. Someone runs through the game_player_equip and gets an awp, but 1 second later another person runs through the same place and gets an M4, the third gets a deagle ect.

3.If the above isn't possible, how do I make an area where once one person passes through it, nobody else can pass through.

4. How do I make a 1 of 4 doors open 20 seconds after a round has started, only one opens per round and its random?

5. Is it possible for a trigger to make a bombzone so none of the terrorists spawn with a C4 and I can put 1 C4 on the ground?

Thats all for now.


1. The map wont be able to do it, a mod should be able to, amxx is easy and u can count the rounds that passed and then make func_button unusable

2. Make the trigger_multiple to target the game_player_equip and a trigger_changetarget, when ever somebody passes through, the trigger_changetarget makes the trigger_multiple target a different game_player_equip

3. A trigger_mutliple and it targets maybe a func_wall?

4. multimanager does the counting for the doors, and a trigger_multiple at the player spawns(u probably need to have the players teleport to their intended starting points), im not sure how to randomize things, but u could assume that if the server isnt full of players, the trigger_multiples could trigger_changetargets(ie 2 trigger_multiples, one targets Ian, the other targets SRAW, if u have only 1 person in the server, u will randomly at the start of the round spawn at any of these two points and cause it to do different stuff).

5. Hmmm, terrorist team, teleports, weapon_strips, game_player_equip sounds like the answer, and a amoury_entity
User
1. Is there a way to make a button unusable after is has been pressed until all the rounds have been reset. I mean if its been pressed in round number 3, no one can press it the rest of the game. Can a mod do this if the map can't?

2. When using trigger_push to push somebody through a game_player_equip, is there a way to deacticate one game_player_equip and activate another. ex. Someone runs through the game_player_equip and gets an awp, but 1 second later another person runs through the same place and gets an M4, the third gets a deagle ect.

3.If the above isn't possible, how do I make an area where once one person passes through it, nobody else can pass through.

4. How do I make a 1 of 4 doors open 20 seconds after a round has started, only one opens per round and its random?

5. Is it possible for a trigger to make a bombzone so none of the terrorists spawn with a C4 and I can put 1 C4 on the ground?

Thats all for now.
Truck
Do you maybe have something that triggers the game_player_equip? Like a trigger_once?
Truck
yeah i know that. what i meant was their is something wrong with the game_player_equip entity when it's turned off the map doesn't f up but as soon as i turn it back on it shuts the map down at the start of the 2nd round
Truck
update: i found out what was causing it however i don't know how to fix it. it was the game_player_equip when i put a check on the use only box in the flags no one has weapons and the game doesn't shut down but as soon as i put it back on it does it again. i tried deleting it and making a new one but it just does the same thing. is their something like the name or some other thing that i'm forgeting to do?
User
It doesn't matter where the game_player_equip is.

You should only use 1 or 2 game_player_equips in the whole map or it WILL crash.
User
Killer-Duck said:
Post whole compile log.



Sorry for my stupidness but what do u mean by whole compile log ?? isnt the .log ?? if thats it then i already posted the whole compile log on the start, but i tried to compile again and its giving me this :

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: "C:\Documents and Settings\hmar\Desktop\zhlt253-17\hlbsp.exe""C:\Documents and Settings\hmar\Desktop\zhlt253-17\darkness.map"
>>there was a problem compiling this map.
>>check the file C:\Documents and Settings\hmar\Desktop\zhlt253-17\darkness.log for the cause.
----- END hlbsp -----

in the map there is a spawn for CT and T, a light (not shiny) in air near the ceiling, and game_player_equip, no leaks, buyzone inaccesible ... and thats all
and something .. when i click on the darkness.map to compile, there is the run command that runs and close very fast, i can barely see what it writes, so i dunno if its something normal help pls
User
superjer said:
Now that I've read the whole truck:

Having over 512 entities in a map will crash the server. The game itself and admin mods and stuff create entities of their own so try to avoid having over 300 entities in your map.

I don't know why the guns are not getting deleted but that kind of thing would certainly have caused the crash.

You should never have lots of game_player_equips. That's just begging for a crash.

Counter-Strike is VERY buggy. That's for sure. Especially when it comes to multiplayer and triggers. There are very few reliable things, like resetting after rounds. As it happens, all doors are told to "close" on round reset. That's why you can trigger off that.

In awp_l337sk337, each player has his/her own teleporter and trigger targetting the game_player_equip. A game_player_equip with a TargetName will only activate when you trigger it. For some reason it works better that way.

For most stuff like this you just have to keep trying things until it (maybe) works. A lot of stuff is broken and you just can't rely on it.



Thanks for the very useful info there superjer. I might've fixed the problem, but I am not sure.. I will post my map as soon as I am done in the other thread (the post your maps thread)..

P.S. How many gpe entity am I suppose to put in for a 32 player map?
User
Now that I've read the whole truck:

Having over 512 entities in a map will crash the server. The game itself and admin mods and stuff create entities of their own so try to avoid having over 300 entities in your map.

I don't know why the guns are not getting deleted but that kind of thing would certainly have caused the crash.

You should never have lots of game_player_equips. That's just begging for a crash.

Counter-Strike is VERY buggy. That's for sure. Especially when it comes to multiplayer and triggers. There are very few reliable things, like resetting after rounds. As it happens, all doors are told to "close" on round reset. That's why you can trigger off that.

In awp_l337sk337, each player has his/her own teleporter and trigger targetting the game_player_equip. A game_player_equip with a TargetName will only activate when you trigger it. For some reason it works better that way.

For most stuff like this you just have to keep trying things until it (maybe) works. A lot of stuff is broken and you just can't rely on it.

Truck
I just downloaded the editable l337sk337 because I wanted to make it a deagle vs awp (since knife vs awp sucks when playing with bots - especially since I suck with a knife and the bots suck even worse with a knife).
Now I have a question and a problem.

In snowsk337 there is no fall damage. How is that done?

And now for the error:
hlcsg: Error: Exceeded MAX_SWITCHED_LIGHTS
Description: The maximum number of switchable light entities has been reached
Howto Fix: self explanitory

The only thing I changed was the properties of the game_player_equip entities (in the gimmeknife I set the give knife to no and set the give deagle and give deagle ammo to yes and in the gimmeawp I set the give awp ammo to yes - I don't know why it's not yes in the original).

Could this be because I don't have the zeditor.wad? Because I can't find it anywhere...

And the only light I can find under entity report is a light_environment.
cstriker said:
Mate De Vita i only got i problem left everything worked exept when i finished everything and made the thing you told me but when i entered the game i had a pistol and knife and i cant buy thats good but how do i remove the pistol and make it only "knife"

did you make a game_player_equip entity for both teams in which you only have Give knife set to yes?
User
cover ur whole map with a trigger_multiple entity targeted to "Ian"

get a game_player_equip entity and call it "Ian"

but since u dont even now how to put entities, i doubt u can pull this off
User
where can I add game_player_equip? I made a entity, and press ALT + ENTER, then I could change the name of the entity I made.. But when I changed it, I had no place to decide which weapons they should have at spawn..

EDIT: Is there any other good .fdg I could try? cause I really want game_player_equip. This really annoys me :(

EDIT2: Fixed it, now it works fine :)
User
Look, you obviously are reading our answers carefully. I'll explain it step-by-step.

Knife only
What we need to do!
1. Disable buying for all players.
2. Give a knife to every player on spawn.

How do we do it?
1. Place a small brush where no players can reach it. Select the brush and hit Ctrl + T, then make the brush a buyzone (func_buyzone entity). This will create a single buyzone for both teams, at a location no player can reach.

2. Create a point-entity (the light bulb from the toolbar). Select is and open its properties (Alt + Enter), from the list select the game_player_equip. This entity gives the weapons you specify to all players. Now open its properties again and tell Hammer what weapons you'd like it to give, in your case this would be KNIFE.


That's it!
Mate de Vita said:

To make a knife only map you make a buyzone for both teams somewhere unreachable and then make a game_player_equip for both teams and only put Yes as a value under give knife.
To make the players unable to buy anything, you can also use the info_map_parameters and set the Weapon_buying to none


omg not another 35hp map
anyway what were we talking about? something about knives and 35 hp or something? ok.

To make a knife only map you make a buyzone for both teams somewhere unreachable (preferrably in a wall so that they can't get to them even with settings like gravity 50 or something) and then make a game_player_equip for both teams and only put Yes as a value under give knife.
To make the players unable to buy anything, you can also use the info_map_parameters (a cs only entity - you need a cs fgd to see it) and set the Weapon_buying to none, or no team or whatever it is. But I'd rather stick with the first method.

To make the 35hp you could make the spawn points in the air and make it so that the players fall through a trigger_once when they respawn and that trigger_once targets a game_player_hurt with 65hp of Damage to apply.
User
You have to tell Hammer to USE the new FGD also. Did you do that?

Alternatively you can just add the game_player_equip by hand in Hammer. You can type whatever you want in that box.

You could create a game_yankes_equip if you want, but the game won't give a care.
User
Hi, I want to give everyone AWP at spawn, but how do I do it?
Or, I know how (I've read some tutorials) but everyone is talking about game_player_equip, but I dont have that :/

I read this thread, but I didnt get any wiser ..
http://www.superjer.com/forum/no_pistols_in_valve_hammer_editor.php


Oh, ok. What you need is expert.fgd (available on this page).
And I downloaded expert.fgd, still no game_player_eguip
User
Mate de Vita said:
the 35hp is probably made like this (at least I'd make it like this) - though I'm not sure why you need the teleporters for the 35hp map, but you will probably need them for your map:
There are two separate rooms (1 for Ts and 1 for CTs) and in each players fall through a trigger_hurt which hurts the players. Then they fall into a trigger_teleport and it has the destination (the info_teleport_destination entity) at the desired CT/T spawn point respectively.

So you could do it similarly but you have to replace the trigger_hurt with a trigger_multiple which triggers a game_player_equip that gives the players the desired weapons.

But I'm not sure if this will work.


Ok I got it, thanks.. I will try to do that and will post the results.. :)

BTW: Any idea on why the server crashes after 7+ people join teams in my map? (No errors what-so-ever on the logs).

EDIT: Yep it worked like a charm!!!!!!!!! :D :D :D :D :D :D :D :D I will make sure ur name goes on the credits of this map! hehe

I also want to see if it will still crash the server if 7+ people join teams... or if that got fixed too!?!?

I need 7+ people now.. hehe
the 35hp is probably made like this (at least I'd make it like this) - though I'm not sure why you need the teleporters for the 35hp map, but you will probably need them for your map:
There are two separate rooms (1 for Ts and 1 for CTs) and in each players fall through a trigger_hurt which hurts the players. Then they fall into a trigger_teleport and it has the destination (the info_teleport_destination entity) at the desired CT/T spawn point respectively.

So you could do it similarly but you have to replace the trigger_hurt with a trigger_multiple which triggers a game_player_equip that gives the players the desired weapons.

But I'm not sure if this will work.
User
its impossible to do it... however dude if u put a game_player_equip entity, players will lose their weapons wenever the round start, and get equiped, so i dont understand ur problems

User
So you want players to get weapons only in the first round? Impossible.

About the floating weapons, it happens a lot. Do you happen to have more than 1 game_player_equip?
User
eDan Co. said:
bandora said:
BTW I am sorry I am a dumbass.. I meant game_player_equip when I said armoury_entity..


Now that makes even less sense. You don't get a weapon at the begging of every round? In that case, we would you "want to make it disappear"? I'm not quite following you on this one.

Also, my CS isn't working, so I can't test your map.



hehehehehe sorry for all the confusion.. ok, so here's whats going on.. I have game_player_equip set for everybody in the map.. They all get Shotty (M3), MP5, Deagle, USP and ofcourse a knife.. BUT the problem is that the game_player_equip instead of having it disappear after the round ends or right away it stays there and accumulate round after round until there's a lot of those on the air.. Also my map crashes after about 7 people joins the map with no error what-so-ever.. ANY HELP would be MUCH appreciated.
User
bandora said:
BTW I am sorry I am a dumbass.. I meant game_player_equip when I said armoury_entity..


Now that makes even less sense. You don't get a weapon at the begging of every round? In that case, we would you "want to make it disappear"? I'm not quite following you on this one.

Also, my CS isn't working, so I can't test your map.
User
eDan Co. said:
In the armoury_entity's properties there is a field called 'count'. That determines how many of the weapon are in the pile. Change it to 1.

I don't understand what you said about having the weapon disappear after a round ends. When a new round begins, everything resets.


But that's the problem it doesn't reset in my map!

I have uploaded the map so you guys can see what I am talking about..

fs_trampoline.zip

BTW I am sorry I am a dumbass.. I meant game_player_equip when I said armoury_entity.. SORRY SORRY SORRY!

EDIT: You need to have at least two players playing in the map to see what I am talking about. (Also you need to play it for more than one round; obviously.)
User
Killer-Duck said:
bandora said:
Never mind I fixed the problem... thanks anyways.


And how did you fix it?



Well the problem was from the cs 1.6 fgd that I downloaded at the end i think.. Because I used to put game_player_equip for every single player in the map in order for them to get weapons that I want.. but now with the fgd that I currently have.. you only need to put only ONE game_player_equip on a player and everybody will have the suggested weapons.. weird, I know! :S
User
Killer-Duck said:
Any errors in "Check for problems"? (Alt+P)


Nope none.. that's what's making me !!!

I have no idea why it's causing the crash.. But I am sure that it's the game_player_equip, because as soon as I added them it started doing what I've described above, and as soon as I took this entity off the maps works perfectly. I am going to run it on my dedicated server and see what error message appears when it crashes. I'll post back the error soon.

EDIT: KD or SRAW, is it ok if I send you the rmf and if you can add the game_player_entity for me, so I can see if it works or if it crashes the server.. Maybe the fgd that I have is corrupt?
User
Hey guys,

I have a problem with the game_player_equip entity.. My map works perfectly without any problems until I add this entity..

My map is a glock+usp+deagle (and of course knife) map.. so what I did is that I added this entity with putting yes to knives, glock, usp, deagle and all the necessary ammo.

BUT the problem is that when I run the map on the server (tried it in different servers) it crashes the server. And it crashes as soon as I join a team.. if I join spec it doesn't crash the server.

So what can I do to stop it from crashing.. I used game_player_equip before and it didn't do that.. I don't know why this is happening now!?

Thanks in advance.

Down Rodeo said:
Mate de Vita said:
MATE DE VATE

Clearly what I shall refer to you as from now on.

-_______________________________________-

Anyway Python < Pascal

@CS the game_player_equip is under point entities, buyzone is under brush entities (I think), it's func_buyzone or something.
User
Mate de Vita said:
well you can use the game_player_equip to give players any weapons you want. To prevent them from buying any, you can make a buyzone in a wall.


Wheres game_player_equip ? And wheres controls for buyzone?
CS2008 said:
Yes I know that but what do I do about usps and glocks? How do I stop people getting them

by not selecting them in the game_player_equip entity. If that doesn't work, try game_weapon_strip or game_player_strip or something like that.
well you can use the game_player_equip to give players any weapons you want. To prevent them from buying any, you can make a buyzone in a wall.
Truck
User
Mate de Vita said:
make an entity (the button on the left above the 'make a brush' button) and then on the right choose game_player_equip from the drop-box.

Yeah, I know that, but I can't find it . In the drop downbox there is no game_player_equip. Im running v.3.4 what are you running cince you can see it, or is it hidden or what???
Truck
make an entity (the button on the left above the 'make a brush' button) and then on the right choose game_player_equip from the drop-box.
Truck
User
I can't even find the game_player_equip at all. Where is it?
Truck
User
One single game_player_equip for the whole map.
Truck
User
About this question, game_player_equip. Do i have to put it under each player or just one each map?


Because i put out about 10 info_start_player on CT and 10 info_start_deathmatch on T side. Do i only have to put 1 on each side to cover the whole map or how is it whit that? Not able to try it on thou i run the game whit only myself.
Quote:
Now go create a game_player_equip entety set all the give_something to yes or no, depending of wether you want the player to be equiped with that or not. There is a Name string also... Here you write Round_start... Now every time counter-strike triggers round_start all players will be equiped as you decided earlier.


this is what it says to do but on this part thats bolded,^^^ I cant find that "give_something" thing anywhere. Here is all that i see.

bottom picture is after i click on smart edit



Truck
ahhh nvm i got it, but now i need to put a knife....i put the game_player_equip entity in the map and i go to properties, but idk how to put a knife in =(

am i supposed to typ eht ename in the "name" box

and put the team in the "team master" box?

if so, where can i get a list of all the names for each weapon
User
I didn't even realize what you two are talking about, sorry Mssa.

Knives only:
1. Make a game_player_equip entity and in its properties make it give only a knife.
2. Make a small brush inside the map, but in a place INACCESSIBLE to players. Now turn it into a func_buyzone (with the ToEntity button on the right). This will not let players buy weapons.

Make sure all your entities are inside the map.
A basic teleporter:
Create a brush and cover it completly with the AAATRIGGER-texture, tie the brush(Ctrl+T) into a trigger_teleport. In the properties of the trigger_teleport write eg. "teleport1" (without the quotes) in the Target-field.
Now create a info_target (point-entity), in its properties, write "teleport1" in the "Name"-field. Finished!
(When a player walks into the func_teleport they will get teleported to the destination of the info_target)

To give a weapon to a specific player: Create a brush and cover it completly with the AAATRIGGER-texture, tie the brush(Ctrl+T) into a trigger_multiple, in its properties write eg. "weapon1" in the Target-field. You should also change "Delay before reset" into 1.
Then create a game_player_equip (point-entity), in its properties write "weapon1" in the Name-field, and change eg. "Give xxxx-weapon" to Yes. Also press the "Flags"-tab and make sure to check "Use only". Finished! When a player walks into the trigger_multiple they will be given whatever weapon you specified in game_player_equip.
User
eDan Co. said:
Well, you could have deleted the post, but whatever.

Also, tomato in Arabic is "tamatam", not "bandora".


Hehe sorry about that.. and it depends on the accent.. but in the asian part of the middle east (gulf, jordan, lebanon.. etc) they say bandora or banadora (again also depends on the accent).

And the word bandora is a slang word.. like you can't write that in old arabic style.

SRAW. said:
and not being able to join the team isnt a game_player_equip problem


It was for me because what I did is that I basically changed info_player_start/info_player_deathmatch to game_player_equip (so there wasn't any player slots available).
User
and not being able to join the team isnt a game_player_equip problem

User
Hey guys,

I would like to appologize on bumping an old thread; but I found that it's talking about the same subject. Kinda.

I tried using game_player_equip.. Like I selected my player entity then went to properties, then selected game_player_equip and I selected yes only to knives.. But when I run the map I can't join any team.. can you guys help me?

Thanks in advance.

EDIT: I am creating a map for cs 1.6


EDIT2: Never mind I figured it out!
User
WTF? When i press alt+enter on my game_player_equip then there's :
Name
Team Master (obsolete)

Wich one should i use to give players full ammo' AWP's ?
Truck
User
make a single room box and have it pitch black ( no lights ) , put a game_player_equip and set it to give knives only , and disable buying . put a couple of obstacles just for fun( maybe even traps ).

and see the little worms run around and knife each-other , purely listening for the movement

( can flashlights be disabled ? hmm can't remember )

anyway this is an original map idea from me , invented exactly when i made this post , thats less then a minute ago
User
that's easy
first make a spawn point that's a bit higher than the ground
make a brush-entity and set it to trigger_multiple
set the target to john
now make another brush-entity and set it to trigger multiple again
but make sure the second one is below the first one
set the target to Alex
now make a player_weaponstrip and set the name to john
and then make a game_player_equip and set the name to Alex
This is the same method as awp_snowsk337
(NOTE:ONLY SHOWING PRIMARY STUFF)
User
select entity tool

and put a " game_player_equip " entity

then open its properties ( alt+ enter )
and select what weapons you want it to give ( by default it gives nothing )

the game player equip gives the selected weapons ( and ammo if you put any ) to all players in the map

if you don't select any weapon to be given then players will spawn with no weapons in there hands

if you don't have game_player_equip in your list then go here and download " expert.fgd " and read what it says there to "install" it
Quote:
1.) Double check your paths, it should work fine if there correct...

2.) Not sure

3.) Trigger_push, if its going up then select the UP direction and make sure the speed is more then 800. Also the Brush must be the length you want it to push you up.

4.) Do you want the glass to break? If so then make the brush a Func_breakable, go to properties and make material type glass, make the render mode: Texture - Some Light. Change the FX Amount to how transparent you want it to be Number 1, is almost invisible 250 is solid. Make it 150, thats what i use. And lastly put a glass looking texture on it..

5.) make a brush Func_vehicle. Its hard to make a good car.

6.) Make a Brush outside of the map, somewhere were players cant reach and make the brush a func_buyzone. This will disable players from buying weapons. To make them spawn with guns make a Entity called Game_player_equip, in its properties you choose what weapons they start with and how many bullets,,,


Thankyou so many of my qeustions answered.
User
For the errors easiest way to get rid of them is just in hammer and going to MAP > Go To Brush Number > and type either 20, 21, 22 and then delete them, cuz thats why your getting that error.

Quote:
Also I have another problem when ever I go to compile maps I always have to put the bsp file in manually into my maps folder. I had to recentetly start doing this. I never used to do this. Yes I've checked that the paths are correct.
-------------------------------------------------
I have one last question. When ever I make an elevator the button that I use to activate the elevator moves in a dirrection for about 10 seconds stops then my elevator starts going up.
--------------------------------------------------
Also where can I get a boost or air lift entity like on surf_ski 2 or surf_ski.
--------------------------------
Also how can I make transparent glass, I know how to make glass but you cant see through it. I've looked for a texture but cant find it.
-------------------------------------
Also where can I find how to make vehicles, I've looked on google but cant find anything.
-----------------------------------------
This is an awp map so how can I make it so that they can only use awps and pistols and can't buy anything.


1.) Double check your paths, it should work fine if there correct...

2.) Not sure

3.) Trigger_push, if its going up then select the UP direction and make sure the speed is more then 800. Also the Brush must be the length you want it to push you up.

4.) Do you want the glass to break? If so then make the brush a Func_breakable, go to properties and make the material type, glass, make the render mode: Texture - Some Light. Change the FX Amount to how transparent you want it to be Number 1, is almost invisible 250 is solid. Make it 150, thats what i use. And lastly put a glass looking texture on it..

5.) make a brush Func_vehicle. Its hard to make a good car.

6.) Make a Brush outside of the map, somewhere were players cant reach and make the brush a func_buyzone. This will disable players from buying weapons. To make them spawn with guns make a Entity called Game_player_equip, in its properties you choose what weapons they start with and how many bullets,,,
User
game_player_equip is just fine , just it gives the same weapond to everyone in the map ( ps: didn't read all the posts so no comment )
You can't place out pistols(at least not deagles) on the ground using the armoury_entity, you'll need to auto-equip the players with the deagles instead using the game_player_equip.
User
It is a point-entity.
Can you find other things except for game_player_equip?
User
EdAn said:
Read what it says: "Create a point-entity...". You are trying to make a brush-based entity.

I made a entity point. but when i press alt+enter there is no game_player_equip in the list.
User
EdAn said:
Why not? You can either give the Deagles on spawn, or put them on the ground. Disable buying- and you've got yourself a Deagle map!


There is no game_player_equip in my class list
Maybe another name in 3.4 ?
Thxx:)
User
nvm, its not hollow, LMAO, ok so what he did was put his map INSIDE a SOLID block

ok so this is what u need to do/fix.

1.) Delete the solid block your map is in and put 6 brushes around your map.

2.) Delete the 'Light' You have and put a 'Light_environment' Entity

3.) Add some weapons if u want with the 'game_player_equip' Entity

4.) Maybe add some blocks so ur players cant spawn kill, cuz they spawn right in front of each other

5.) Fix the wall thats on T Side cuz u can get stuck when u go up the ramp.


bb i go eat!
Truck
User
yeah you get annoyed but you gotta remember ( that you were a newbie once to ) i always try to remember that but most of the times i just get angry and shout


if you got expert.fgd then you also can put a game_player_equip ( point entity )

this one gives all players in the map the same weapons without them having to pick them up you just need to make 1 single game_player_equip in the map and then select it and press Alt+Enter
to see the properties and set what weapons and how many bullets you want it to give ( by default it doesn't give anything )

and for glass you just make a brush with a texture that looks like glass ... press Cntrl+T to make it an entity and select func_breakable ( if you want breakable glass )

after that set "render_mode" to texture

and Fx_amount to the desired value i usually use about 100 , or smaller value so its good and transparent
User
well I seem that I cant find the GAME_PLAYER_equip (either it doesn't exist on my hammer because I had some errors and... or I am stupid and I can't find it) can anybody say to me where I can find it??? PLEASE
User
Game_player_Equip entity starts players off with w/e you want to give them. Knives, pistols, a para...u choose.
User
Ive added the expert.fgd file to Hammer but still cannot find the game_player_equip when selecting the ToEntity choice, can i be helped?
that is a game_player_equip entity. if you have the expert.cfg you should be able to use it.
Truck
User
Knives only:
1. Make a game_player_equip entity and in it's properties make it give only a knife.
2. Make a small brush inside the map, but in a place INACCESSIBLE to players. Now turn it into a func_buyzone (with the ToEntity button on the right).

**THIS WAS COPIED RIGHT OUT OF A POST FROM A FEW DAYS AGO. PLEASE SEARCH BEFORE ASKING**
(sorry bout the caps)
User
SuperJer, he needs to know how to make a T start with Glock and make a CT start with USP. With Game_player_equip they both spawn with the same weapon. He wants different guns for Each Team.

Edit: O, wait did he find out how to do it? i didn't see his Edit before.

Edit: Ok Mello
User
Only use game_player_equip if you want players to start with different weapons than normal.

CS used to give you a gun and stuff when you launched in singleplayer, but I guess not anymore.
User
Ok thanks alot :)..

Also, you are not supposed to use game_player_equip,
I was mistaken and when you make the new game ( not using cmd), you get knife and default gun. problem solved, thanks alot
User
ehh to make players start with weapons you need to put the Game_player_equip entity and go to its Options (Alt + Enter) and choose which guns they get and how many bullets.

Maybe you need the Expert FGD, if u dont have game_player_equip

http://www.superjer.com/fgd.php
User
Knives only:
1. Make a game_player_equip entity and in it's properties make it give only a knife.
2. Make a small brush inside the map, but in a place INACCESSIBLE to players. Now turn it into a func_buyzone (with the ToEntity button on the right).

35 hp:
Make another entity. This time it'll be a game_player_hurt. In it's properties set the damage to 65.

All entities must be inside the map.
User
You will need the Expert FGD to do some of these things. Get it here: http://www.superjer.com/learn_adv.php

1.) [...]how do i make it so i can see the wall from any distance....?
In Map->Map Properties set the max viewable distance to something higher. 11585 is just big enough for the biggest possible map.

2.) Whats the difference between Hollow Brushes and Solid?
Hollowing a brush breaks it into 6 new brushes, one for each side. It also groups them together. You can ungroup them with Ctrl+U.

3.) How can i make my character Spawn with a gun, like a scout?
Put a game_player_equip (point entity) in your map and check out its properties.

4.) How can i make it so when the character touches a certain brush, he dies?
Create a trigger_hurt. Just make a brush, put the AAATRIGGER texture on it, press Ctrl+T and choose trigger_hurt. Set the damage to something big like 300. Your trigger will be invisible in game, and the player has to enter its space to set it off.

..well how do u make it so when u land on a brush it takes you to another....
You need to use a trigger_teleport. Create it just like the trigger_hurt above and set it's target to something like 'bob'. Then create an info_teleport_destination (point entity) and give it the name 'bob'.
Truck
User
Yes, making it hollow counts as two walls.

You can't place ammo, but you can use a game_player_equip to give ammo magically if you trigger it right.
User
cant you just use a game_player_equip entitie and a info_game_parameter entitie and se it so both of them cant buy and if you try to buy you cant
User
ok 1st of all put a player_weaponstrip entity (dosnt matter wher as long as it inside the map)

then you put a game_player_equip (same put it wher ever you want) the go to its propertise (alt enter) and set knife on yes (all of the waepons are seted on "no" as the default option - on the start).

and to make your players unable to to buy items :
use a brush to create a block (any shape any size any texture u want)
place it out side of the players reach (can be eaven out side the sky frame..) select it and press Ctrl T and give your brush a func_buyzone entity

then your done i guess if it was any or something whent wrong replay plz.
injoy
User
You need to use the game_player_equip entity. Look it up on google.
User
You have to use a game_player_equip entity. Do not give it a name, and it will set the starting weapons for everyone.
Truck
User
You have to use a game_player_equip entity.

You need the "expert" FGD for this: http://www.superjer.com/fgd.php
"Pepto" said:
I read the tutorial but I still need some help. Please pm me on IRC/AIM.

Aim=airuhn

IRC=Pepto(i'm on gamesurge) In channels #gameplay;#rockout;#longshot.

I know how to make rooms but I need help on how to make text, kind of like on some maps people put "#therechannel" or "http://awebsite.com" or whatever. Also it's my first/second day using hammer so I need a more detailed explanation(step walkthrough) of how to make ladders/doors.

Edit : and how do you make something like a certain weapon map, like people spawn with only a deagle(with full ammo) and armor.

Thanks in advance


To make someone spawn (automaticaly) with a weapon just create an etniy block right click your etniy go to properties>Class and type
game_player_equip the go to Key and value and for the first key type targetname and for the value type round_start then create a new value named weapon_awp for example and for the value just type 1 for example which would be how many of that gun each player(s) will get.

You can also spawn a weapon on the ground create a new etniy go to properties clikc the drop down menu go to Armoury Etniy pick your gun and amount of guns you want to give out to each player and your done.
User
Use a game_player_equip

Just place it anywhere.

In its properties enable knives.
Truck
User
Use a trigger_multiple with AAATRIGGER on it.

Target it at a multi_manager (mutithreaded) which triggers a player_weaponstrip and then a game_player_equip with just a knife.

That's just off the top of my head though.
Truck
User
Make a game_player_equip.

Don't name it or anything.

Choose how many of each weapon to give.

That should do it.
Truck
User
So then, maybe you need fakemeta and AMX.... It must be possible with that game_player_equip .... with triggers or something.... Ill try to make..
Truck
User
http://developer.valvesoftware.com/wiki/Game_player_equip

Looks like your only shot but I don't see an item_xxx for night vision.

Maybe you can't do it...
Truck
User
Use game_player_equip

One in the map with no name will set the starting weapons for everyone (in theory)

They can also be named and triggered (in theory)
User
There is a ladder texture in cstrike.wad

Here is how to make a working ladder:
http://www.superjer.com/learn/func_ladder.php


You can give players weapons like awp & deagle with a game_player_equip.
You can take weapons away with a player_weaponstrip.

Google those :P
User
You only need one game_player_equip, not one for each spawn.

It doesn't activate by touching it, it just works for everyone automatically, as long as you don't name it.

If you give it a name, you can use a trigger_multiple (or similar) targetting it. This is how I distribute weapons in the L337SK337 maps.
User
i say!!!!!!!!!!!!!!!!!!!!! i dont know!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
where is game_player_equip and player_weapon_strip!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
where is these 2 lols!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
User
"superjer" said:
You have to use game_player_equip to set which weapons people get.

You may also need a player_weapon_strip, which takes ALL weapons away.


game_player_equip and player_weapon_strip?? .where is it???
User
You have to use game_player_equip to set which weapons people get.

You may also need a player_weapon_strip, which takes ALL weapons away.
Truck
User
when dealing with entities and solids your dealing with two different points of view.

You can have a lightbulb in real life, but without the "light" it gives off, it will jsut be stagnant.

you can have a solid crate, but it's jsut a block with a texture, however if you wanted it to do something more than sit still, much like the light example, you assign it a property that will do what you want.

solid crate + no added properties = solid crate
solid crate + func_breakable = a breakable crate
solid crate + func_ladder = a crate that you can climb up like a ladder [func_ladder creates an invisible 'zone' where you can climb as long as you are inside it]
solid crate + func_rotating = a spinning crate

much like functions, 3rd party entities like ligh, game_player_equip, ect... don't affect solids or are not tied to solids ,but function alone and change the way the player sees something, or the way the game works.
User
These are the only ones listed in the FGD:
Quote:
"": "weapon_mp5navy"
1: "weapon_tmp"
2: "weapon_p90"
3: "weapon_mac10"
4: "weapon_ak47"
5: "weapon_sg552"
6: "weapon_m4a1"
7: "weapon_aug"
8: "weapon_scout"
9: "weapon_g3sg1"
10: "weapon_awp"
11: "weapon_m3"
12: "weapon_xm1014"
13: "weapon_m249"
14: "weapon_flashbang"
15: "weapon_hegrenade"
16: "item_kevlar"
17: "item_assaultsuit"
18: "weapon_smokegrenade"


You might be able to use game_player_equip to give players an item_thighpack, but its a tricky entity. It is supposed to set the starting weapons for everyone. But you can name it and trigger it. And you might need a player_weaponstrip too.
Truck
I just remembered I do think you can remove the knife with game_player_equip because I think I did it in one of my maps where you killed people with cars, not 100% sure though.
Truck
1. Only can put them down to knife with a special entity called game_player_equip. To get that entity you have to have the half life cs expert fgd found here

http://www.egir.dk/files/halflife-cs_expert.exe

Once you have a game_player_equip its plenty self explanatory from there

2. Ambient_generic for sounds. Have to be .wav. Tutorial here

http://twhl.co.za/tutorial.php?id=99

3. And yes, use this

http://www.cop-team.org/tutorial/zips/winbspc12.zip