[CS] game_player_equip trigger woes Created 17 years ago2006-10-31 00:44:39 UTC by inventrex inventrex

Created 17 years ago2006-10-31 00:44:39 UTC by inventrex inventrex

Posted 17 years ago2006-10-31 00:44:39 UTC Post #201423
Hello all! :)

I'm mapping for CS1.6 right now, and I have a game_player_equip which I wish to trigger only when the player breaks this box (a func_breakable, which targets the game_player_equip). However, this game_player_equip entity keeps triggering on every round start, affecting stripping all players of all their weapons (does game_player_equip strip weapons before equipping them?)

Is there any flag or whatever to stop this game_player_equip from stripping the players of weapons, or is there a workaround for this problem?

Any help, big or small, is greeeeatly appreciated! Thanks! :)
Posted 17 years ago2006-10-31 08:29:29 UTC Post #201472
Well I think, that the equip ent is meant to equip the player at the start of the round..

If your box is a func_breakable and can't be moved anywhere - just put an armoury_entity of the weapon you want under it, and you're set.

I don't remember, if you can have breakables spawning weapons in CS, you should try that out too.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-10-31 08:48:32 UTC Post #201475
Hmm, I wanted a game_player_equip because I planned to give multiple weapons...

I toyed around with flags and such but it keeps triggering at start of round. I thought of another solution, to add trigger_multiples around the spawn entites targetting a seperate equip entity to equip proper weapons, but for now I'm settling for the Armory entity then. Thanks!
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