weapon equip Created 19 years ago2004-09-14 15:41:45 UTC by [uM]-Game-Freak [uM]-Game-Freak

Created 19 years ago2004-09-14 15:41:45 UTC by [uM]-Game-Freak [uM]-Game-Freak

Posted 19 years ago2004-09-14 15:41:45 UTC Post #59406
ok i have a small map that i want o put tmp's on the ground right under the spawn points so at spawn they pick up the gun and also i want to disable the buy and so they only have the knife,usb/glock,tmp how do u do this what trigger comand is it?
thx agian [uM]-Game-Freak
Posted 19 years ago2004-09-14 15:42:59 UTC Post #59407
To disable the buy command, put the buy zone up in the sky somewhere where they can't get at it.
Posted 19 years ago2004-09-14 16:15:28 UTC Post #59436
btw, not meaning to be offensive or anything, but you get taken alot more seriously around here (and around most places) if oyu use punctuation. cos it roxxorz. roxxorz your soxxorz. look at them. theyre being roxxored by my punctuation. thats right, you do what the socks say...
Posted 19 years ago2004-09-14 17:15:11 UTC Post #59463
To place a weapon on the ground you would use an armoury_entity. Set Weapon as you want it, probably with the weapon_ prefix I expect.

In my opinion though, placing the weapons on the ground is a bad idea. Equipping them to the player with game_player_quip is much better. If you'd prefer to do it that way (I recommend it personally) then read: http://countermap.counter-strike.net/Tutorials/tutorial.php?id=12
Posted 19 years ago2004-09-14 18:53:21 UTC Post #59473
thx guys. well i want to also have it so that if the player slots r not full, then the guns would fall on the gound and so that plays could do a gun swap. thats the reson for the tmp's to fall on the ground thx guys.

p.s. sorry about the punctuation i type fast and dont use punctuations
Posted 19 years ago2004-09-17 12:28:49 UTC Post #60143
wtf
ok tired to follow daveh's posted tut and i can get a multi_manager done but have that im lost and some of the class/triggers that i have seen in tuts i cant find at all its messed up plz help
Posted 19 years ago2004-09-21 10:59:49 UTC Post #60957
using the armory entity is much easier i think. that way you can easily put in what you want. but the game_player_equip is better cuz u can equip other stuff too, like pistols. the problem is that whenever i try to use game_player_equip, i always mess it up. i usually end up having the cts ans ts have the same thing. i cant get it right. what i do instead is have the game_player_equip put all but the promary weapon in. then i make armory entities over the player spawns. that way, if you run out of ammo, you can just pick up a new gun. like in aim_akcolt or aim_map
its really all personal preference
Posted 19 years ago2004-09-22 03:38:20 UTC Post #61098
dude wtf that tut is for weapon strip is there any tut of how to equipt cus i dont follow i try and make the multi_manager and then the other chit but i get lost of were it is pointing 2
Posted 19 years ago2004-09-22 07:24:03 UTC Post #61103
omfg, for the 600th time i will repeat myself =D
entity's properties thusly:

item: weapon_tmp
count: 5 (for ammo purposes)

set the info map parameters properties thusly:
to make teh player's have a tmp, and respective glocks/usP's:

place spawn points, preferably above the armoury_entity (to compensate for all those servers with no freeze time)

entities needed:

info_map_parameters / func_buyzone(s)

armoury_entity (is that it's name, been so long since i made a fun map!)

set the armoury_entity's properties thusly:

item: weapon_tmp
count: 5 (ammo purposes*)

using info_map_parameters:

set it so 'Neither team can buy'

using func_buyzone's:

use two 16x16 brushes textured with aaatrigger and set them to ct only and t only buying.

[it is advisable to use two buyzones rather than the info_map_parameters, as the parameters does work, it can cause bugs, and under no circumstances use both the func_buyzone's ans teh info_map_parameters, as this is garuanteed to cause problems after extended play]

it may be advisable to use a multi_manager named 'game_playerspawn' ansd set it to trigger a game_playerequip and give everyone some 'ammo_....' [edit = i'm at work, can't check the name and i can't remember off the top of my head, i'll edit it later - or search teh forums, as i've included a list somewhere in here, in fact i've written this out so many times i'm going to write a tutorial for all you fy_ making nublets ;) ]
... and equip the player with teh tmp ammo and remove teh '5' in the armoury_entity's 'count' line. as this isn't really meant for ammo giving purposes.

i hope this has helped, and if you haven't got any of teh entites then head over to teh VERC and check out their fgd section (really f*cking easy to find, if you can't, then don't come back here lol)

:lol:
Posted 19 years ago2004-09-22 07:27:41 UTC Post #61106
ok, i copy/pasted coz i needed to sign in, so the post is a little mixed up, just start reading from 'entity's needed' lol :P
Posted 19 years ago2004-09-22 10:39:50 UTC Post #61140
thx for the help sorry about u haveing to repost it but i have looked allover for tuts and haven't seen any and the tut that daveh was for weapon strip and was confuseing as hell, but they way u explanced it it was fast and easy thx Peace and LOve o and also on other quick question info_map_parameters ok did all that but still can buy when there is one person playing will it disable when the game starts with 2 ppl?
Posted 19 years ago2004-09-22 12:17:01 UTC Post #61151
that's why you use the two func_buyzone's as teh info_map_parameters can be buggy, if it doesn't work with one person, it won't work with two.

I am just submitting a tutorial which i hope will be of use to all teh people that ask this question. i'll paste it here as well, so you can tell me if there's anything taht could be added/changed/explained better.
bear in mind i intend to add a full list of the ammo and gun terminology so you can pick and choose what you want.

It's long though lol...

[u]Stripping and Equipping Weapons in Counter-Strike[/u]

[u]Resources Required[/u]

Up to date fgd, found here

Introduction

The premise is simple: to choose which weapons the player(s) start(s) off with,
and to make sure they can only use those weapons.
Actually putting this concept into a playable level involves some minor entity work,
so if you are unfamiliar with the multi_manager, game_playerequip, player_weaponstrip,
and the info_map_parameters, then read the brief description's below:

[note]Tutorials/Full Descriptions of all these entities can be found on this site, and require
virtually no hunting, and limited knowledge of HL to understand their principles and properties]

multi_manager: A device that allows you to trigger multiple events/entities after a single
previous event has taken place.
eg: The door opens, triggers the multi_manager, the multi_manager triggers an alarm
    (ambient_generic), and a flashing light, then after 10 seconds it turns everything off.
game_playerequip: The entity used to equip the player with the weapons you require.
eg: The player runs through a trigger, which runs the [i]game_playerequip[/i] which "gives" the player
    ammo, kevlar, grenades or a gun.
player_weaponstrip: The player runs through a trigger, which runs the player_weaponstrip, removing
all weapons/items currently in the player's possession.
eg: Pretty self-explanatory
info_map_parameters: An entity which allows you to set certain parameters within the map, such as weapon buying,
and bomb blast radius etc. Quite a limited entity and only mentioned here as an example of different methods
of achieving the same goal.

[u]Getting it all to work[/u]

First things first, make your map, I imagine it will probably be similar to the fy_iceworld map, if this is the case,
think long and hard about whether you want to release your map, as most mapping forums tend to frown upon iceworld clones,
as they've seen a thousand before yours, and I can guarantee you won't be met with the compliments your friends/clan gave you.
It's a tough world ;)

However, just because you want to give players certain weapons doesn't mean the map must be of the fy_ strain, you could be
making an escape style map, where the CT's start in a jail, and are only equipped with a knife and glock (or whatever takes your
fancy). Perhaps a scout map set in a "forest", with two bases, seperated by a canyon.
The possibilities are endless, and I only mention those ideas because I would like to stress how important it is that you be
creative when you design your map, this tutorial will (hopefully) show you that almost all of your ideas can be realised with a
little hard work, and some thinking outside the square.

1. Insert 3 point-based entities (if this means nothing to you, start reading the beginner tutorials), you will need to
create:
1x multi_manager
1x player_weaponstrip - name it [b]strip[/b]
1x game_playerequip - name it [b]equip[/b]
2. Arrange them neatly in a high corner of your map, I suggest aligning the centres of all three on a single x/y axis.
Not only will it look like something that resembles proffessionalism, it will be easier to edit them when you make a mistake.

3a. Preventing Teams from buying: Create 2 brush based entities (I suggest a 16x16 unit shape, as this is easy to manage,
and fits in with the size of the point entities you already created, a uniformed approach to mapping is a good way to keep things neat and edit-able),
create:
2x func_buyzone
Now set their properties (Highlight the entity, and press Alt+Enter, alternatively right click, and select properties) like so:

Team: Counter-Terrorist only
Team: Terrorist only

Now you have two buyzones in an unreachable place, set to each team, making it impossible for them to buy weapons.

3b. The second way to prevent teams from buying, is by using the info_map_parameters entity. If you have no idea what this does,
or how it effects the game, think of scoutzknivez, this uses an info_map_parameters, which gives you that
Ct's/T's arent' allowed to buy in this map message. But what if you want a buyzone, just not at the start of the map? This is where the
info_map_parameter will let you down.

Setting the entity up is very simple, just open it's properties and set Buying to 'Neither team can buy'.

4. Now to set up your point based entities (you created them first so that you could arrange them neatly =P ). There may be several different
ideas running through your puny mortal brain of how you could implement the techniques we discussed earlier. There is no set way to achieve all the
desired results, for a different map set-up, you will need to change the way the entities are themselves set-up. I will firstly go through a simple
m3 and deagle map.
[b][u]multi_manager[/b][/u]
Name: game_playerspawn [this means that the multi_manager is triggered when a player spawns, and eliminates any need for brush based triggers]

Now turn Off Smart Edit (by clicking it once, if the button is depressed it is Off), and click add and enter the following:

Key: strip
Value: 0.1 - this triggers the player_weaponstrip after 0.1 seconds, this is virtually instantaneous.

Key: equip
Value: 0.2 - this triggers the game_playerequip after 0.2 seconds. you must trigger the equip after the strip, other wise you will give
player a load of guns, and then take them away instantly. A most undesired effect.
You can use multiple game_playerequip's, but you only need one to make the m3/deagle map.

Open the game_playerequip's properties and select the following:

[Mandatory]

Give Knife : Yes

Give m3 : Yes

[Optional]

Give Kevlar and Helmet : Yes

Give HE Grenade : Yes (always a fun one)

Now for the "tricky" part:

Turn Off Smart Edit, and enter these:

Key: weapon_deagle
Value: 1

Key: ammo_50ae
Value: 6

Key: ammo_12guage
Value: 4

Congratulations, you now have a working m3/deagle map.
Remember the name in the multi manager's key field must match teh name given to your
strip/equip entities. try not to use wild names, as strip/equip will do just fine, but these
don't have to be the names, just an example of what I use to keep things in order and easily
remembered.

Now what if you didn't want to strip everything and have everyone with the same primary and secondary weapons?
Well, the first (and easiest) thing I would suggest is the armoury entity. It can be found at the top
of your fgd list, and contains a list of many of the guns availiable, it is very easy to use, if you follow
some basic guidelines:

a) Select a weapon using the 'item' line, select how much ammo you want to give using the 'count' line.
note count is actually how many guns will be spawned, as the entity doesn't support ammo (yet),
but it works to equip you with a fair amount of ammo, if you wanted to go nuts, you could place triggers for
the player to fall through which would trigger game_playerequips which would give ammo, but this will cause
you more problems than it solves. I would reccommend simply adjusting the 'count' field in teh armoury_entity,
it is alot safer and bug-free.

b) You cannot select certain guns, such as the UMP, or pistols. if you wish to equip pistols, you will need
to use the previously mentioned method, via a multi_manager/player_weaponstrip/game_playerequip. This is where
teh armoury_entity meets it's pitfalls. Like I said; different entity for a different job.

c) Don't place the armoury_entity "inside" the info_playerspawn, set it either a few units above, or a few units below.
Make sure you don't set it in the ground if you are placing it below the player.

That's about it for armoury_entity's, they are very basic and the only error's you can get will be placement related
(ie: inside the ground/player). It has a limited use and I would reccommend thinking carefully about what kind of theme
would be best suited to such an entity. An Armoury is an idea that springs to mind. Perhaps the back of a SWAT van
filled with shotguns and mp5's.

[u]Other Uses[/u]

There are several things that you can do to make this entity set-up more interesting, you could make a Quake-like
level using a func_rotating in conjunction with some home-made textures (a picture of a CS gun of your choice on a
{blue background for instance), and use env_renders and multi_managers to trigger the disappearence of the func_rotating
and to equip the player with the gun on the picture.

You could have a metal detector ala security scanner device type thingy that when walked through sets off an alarm and
strips teh player of all their weapons. however, avoid leaving a player with no weapons, as this makes for a pretty
tedious game of CS.
Posted 19 years ago2004-09-23 05:27:05 UTC Post #61341
this is why I have to keep writing it out all the crapping time, no-one ever needs to use this kind of thing until the post is on teh next page of the forums, and they don't bother to search lol. B*stards!!! tell me what I need to improve, can someone try making a map using this "tutorial" and tell me where it lets you down. Throw me a frickin' line here people :lol:

PS: thanks for editing the [b] error, cheers
Posted 19 years ago2004-09-23 07:58:06 UTC Post #61360
read throght that quick and i swear that game_player_equip strips the player any way
Posted 19 years ago2004-09-23 09:08:56 UTC Post #61363
... I suggest you try it. If it does then I guess I've been wasting my time all these years
Posted 19 years ago2004-09-23 09:09:19 UTC Post #61364
..but I doubt it..
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