game_player_equip triggering Created 20 years ago2004-10-21 10:15:15 UTC by repmaC554 repmaC554

Created 20 years ago2004-10-21 10:15:15 UTC by repmaC554 repmaC554

Posted 20 years ago2004-10-21 10:15:15 UTC Post #68121
ok i have been using the game player equips to give deagle ect all the time but have found a problem

when the equip gives the players weapons at the start of a round it runs and works fine

but in this case, a locker that gives the player an ak when opened

this is for cs if that makes a difference----
Posted 20 years ago2004-10-21 10:38:46 UTC Post #68125
You can do this three ways, I may however forget the other two on the way to describing the first.

Make your locker, with a door etc. Right behind the door (don't have it in any way poking through the door) create a trigger_once and in it's target field/line enter akmm.

Now place a cycler_sprite inside the locker, this will be the most awkward task. In the sprite line enter: models/ak47.mdl, now you can either, have teh gun lying on the floor of teh locker, or open up teh model in an editing program (ms3d) and change it's origins so that teh gun faces with teh barrel pointing 'up'.
Or you could try tweaking the Black Circles with wee lil' white lines in the middle (also known as Pitch, Yaw and Roll) in teh cycler_sprite's properties and position the model how you want it.
Name teh cycler_sprite: akd

Right next to the locker (it could be all the way across the map, but for tidiness put it next to the locker) place a multi_manager
Open it up and name it akmm, turn Off Smart Edit and click on add, then enter this:

Key: akd (short for AK Disappear)
Value: 1.5 (this is 1.5 seconds, adjust it as neccasary)

add again, and:

Key: akg (short for AK Give)
Value: 1.5

Place a env_render entity, name it akd; open it's properties and set it's render mode to solid, and it's fx amount to 1.

Place a game_playerequip entity, open it up and name it: akg

Scroll down through it's list of guns and select: ak47
Turn Off Smart Edit and click add:

Key: ammo_7.62nato
Value: 4 (gives four clips)

I've been doing other things while writing this so if any of it seems sketchy just ask and I will clarify.
Posted 20 years ago2004-10-21 10:45:19 UTC Post #68126
Right, where it says 1.5 seconds change that to 0.2, don't ask why I wrote 1.5, I have no idea.

If you need an idea of what is happenign, here is an overview:

Player opens door, sees ak, moves towards it, triggers teh trigger_once, which fires teh multi_manager, which fires teh env_render that makes the ak47.mdl in the locker disappear, teh multi_manager (at the same time) fires the game_playerequip which "gives" the player an ak47 with 4 clips of ammo.

To go nuts, you could aquire some models of ammo clips (I have some funnily enough) and link them into the env_render if you wanted to go nuts.
Posted 20 years ago2004-10-22 10:15:37 UTC Post #68317
Did I waste my time writing this?
Posted 20 years ago2004-10-22 14:03:24 UTC Post #68361
He hasn't logged-in again since, be patient.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-10-22 14:59:30 UTC Post #68377
safe that helped
was using someone elses computer so coulded say thanx
Posted 20 years ago2004-10-22 17:59:16 UTC Post #68426
;)

I am impatient.

:nuts:
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