how do i player_equip a ct only? Created 20 years ago2004-11-03 23:08:14 UTC by ck1mark ck1mark

Created 20 years ago2004-11-03 23:08:14 UTC by ck1mark ck1mark

Posted 20 years ago2004-11-03 23:08:14 UTC Post #71374
what entity/values do i need to do this
Posted 20 years ago2004-11-04 02:21:51 UTC Post #71396
it says here to use game_team_master but no details.. how would i do this ?? http://cariad.co.za/twhl/entityinfo.php?ent=game_player_equip&game=1
Posted 20 years ago2004-11-04 02:42:23 UTC Post #71405
i spoke too soon.. i picked up the expert.fgd and it has a team master.. i set the team master (teamindex to 1) and it still supplied both teams... whats going on?
Posted 20 years ago2004-11-04 04:52:01 UTC Post #71418
Posted 20 years ago2004-11-04 08:52:54 UTC Post #71436
No, I didn't include that part.

What you need to do is have a set of trigger_once entities under the player, and have those target a multi_manager.

But here's where the warning comes in.

Don't try and give each different CT a different weapon using seperate multi_managers and game_playerequpis, you will get some bizzare errors.

I suggest making a small hollow cube and testing the trigger_once/multi_manager entity set up before you put it into your final map and go through a compile.
If the entities work, then go ahead and export the idea to your map.

Also, if you explain what you're trying to achieve we may be able to find another way around it.
Posted 20 years ago2004-11-04 18:23:06 UTC Post #71572
im trying to give the CTS the t weapons, and T's the ct guns. so i make hollow trigger_once out of the AAATrigger texture and target multimanager. This multi_manager in smart edit: equip value 0.1 --- to kick off the game_player_equip. Now i need a teamindex of 1 for ct? Am I doing the right steps?
Posted 20 years ago2004-11-04 18:58:39 UTC Post #71573
ok i got it, thanks for the info!!!! but i need more assistance to shorten the steps i took. so if there is anything not needed or would make this better please let me know.

First i made multiple trigger_once that targeted the mutli_manager. The multi
_manager i checked the flag multithread, and added equip with value 1. In game_player_equipment name: equip, in the team master box i put ct.. and checked flag use only. For the game_team_master name: ct and team master put value 1. This set up ct with rounds of ammo for the guns chosen... and stripped the t of weapons. so i copied the entities and made one for t. For the first map ive been working on FOREVER id like to supply the cts and have t's buy since its there map... i think my setup is a little off so please help me out one last time with this thanks guys thus far
Posted 20 years ago2004-11-04 21:15:59 UTC Post #71580
ok these little boxes, all u have to do is jump where they are placed and it gives the weapons... ahhh not cool
Posted 20 years ago2004-11-05 06:25:35 UTC Post #71652
Well, this is where my disclaimer comes in, some things will give you more problems and headaches than is worth teh hassle.
But here's what I would do:

A trigger_once under the player spawn, bear in mind it might be worth using a teleoprter to get the player into the map area, so that they can't run through other players trigger's and get weapons they shouldn't etc.
Set the triggers to target the multi_manager (you shldn't need multi-threaded) and have that target the game_playerequip, using too many playerequips can cause problems, so it may be worth experimenting with spreading the work out over two or four multi_managers, ie, different triggers target a different multi_manager, and they in turn target different game_playerequip's. But be warned, too many equip/trigger entities may cause errors (you getting the idea yet :P )

Now just follow the tutorial to set up the gameplayer_equip and the multi_manager, don't go ticking anything taht isn't mentioned, as things liek Use Only will not work unless the player knows they have to 'use' teh trigger, which they can't see, so don't.

Does that explain it any better?

Probably not but hey, any more q's just post here, I'll be sure to check back, also, trying to explain exactly what you did is no match for putting a map in teh Problems Vault.
Posted 20 years ago2004-11-05 12:10:19 UTC Post #71743
don't use round resets or things liek that just yet, first make teh basic entity set up and test that for as many bugs as you can. It's best to test with at least one other person, as bugs can become more obvious when there's a player on each team.

But basically: try and avoid using lots of seperate multi_managers and game_playerequips; what I meant was:

have 8 trigger_once entities, all named 'ctequipa'; and 8 named 'ctequipb' and have two seperate multi_managers named ctequipa and ctequipb, so that the equipping is split up between multi's. This may not even be neccesary, try it with all the triggers (for one team) targetting teh same multi_manager. Then see if it crashes (which it shouldn't but teleporters and triggers need a little bit of tweaking to get them to run smoothly).
Posted 20 years ago2004-11-05 16:16:41 UTC Post #71806
http://falcon.tp.devry.edu/~mzam4673/teleport.zip I made a simple teleport map. well i made the ct with equip and didnt equip the T, but the T still gets equipped. I believe if i make one for the T they will share all the guns than.
Posted 20 years ago2004-11-05 18:19:28 UTC Post #71831
you need to make sure the teleporter doesn't put the T through it as well, or he will get equipped with the same weapons.
And make sure nothing is named 'game_playerspawn' or it will be triggered by the player anyway.
Posted 20 years ago2004-11-06 07:09:40 UTC Post #71917
No, the entites can be anywhere inside the map, might be a good idea to have a black textured box for the players to spawn in and then get teleported to the map
Posted 20 years ago2004-11-08 19:10:31 UTC Post #72273
problem: game_player_equip with (targetname) dont_give_guns still does its job when nothing triggers it. is this why i still cant do this lol
Posted 20 years ago2004-11-09 08:10:15 UTC Post #72335
I don't really understand your problem, it seems you're making things up as you go alogn and hoping that it will just 'work'. However, if you post your map in the Vault I will have a look.

You might need to heed my words of warning:
Be prepard to change what you first envisioned, as dreams are infinitely more plausable than reality
ie: you probably won't be able to do this.
Posted 20 years ago2004-11-09 08:13:20 UTC Post #72336
Hang on, I just read that you're trying to give CT's teh T's guns, and T's teh Ct's gun, apart from this being completely teh opposite to teh point of CS, I think you'll find it's been done pretty well in maps liek aim_ak_colt. Just use the armoury_entity, the guns will be on teh floor, but you can place the player just above the entity and they will collect it as they fall to the ground at round start.

Depending on what guns you want to equip. You can't do pistols, but you could do it so everyone gets teh same pistol at teh start or something.

Always remember to remove the buyzone in maps like this.

and also, you should have read teh tutorial better.
Posted 20 years ago2004-11-09 15:37:40 UTC Post #72395
I used player_weaponstrip to take care of the game_player_equip in the start of the round. I am using the trigger_once still and it breaks up the guns as desired. The bugs: the roundreset doesnt reset the trigger_once. Multiplayer i start server and i get guns, i add 1 player he gets all guns at spawn i get none.. i need a new method this will be my last update on this thread. I will post when i get this thing running and directions how.. thanks guys for your assistance
Posted 20 years ago2004-11-09 15:43:14 UTC Post #72397
1 thing though. I need help with game_team_master. The game_player_equip has Team Master. so i assume i put entity game_team_master in and name it like ct_guns, and put in the game_player_equip box "team master" ct_guns and finally change teamindex to value??? i dont know MY QUESTION IS what are the values? is it 1 for ct and 2 for t? the only thing it has is -1 for no team.
THANKS
Posted 20 years ago2004-11-09 17:32:19 UTC Post #72408
Well, I'd guess 0 for CT and 1 for T then. Experiment?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-11-09 17:54:34 UTC Post #72414
Its finished. Here we go.
step1: create a block 16x16, and use hollow tool value 2. Tie to entity trigger_multiple
Target: ct_equip
step2: multi_manager (targetname) ct_equip
add ct_equipped value: 1 . add stripper value: 0
step3: game_player_equip (targetname) ct_equipped
step4: create a block 16x16, and use hollow tool value 2. Tie to entity trigger_multiple
Target: t_equip
step5: multi_manager (targetname) t_equip
add t_equipped value: 1 . add stripper value: 0
step6: game_player_equip (targetname) t_equipped
step7: multi_manager (targetname) game_playerspawn
add stripper value: 0
step8: player_weaponstrip (targetname) stripper
now i used a teleport where the top of the teleport touched the bottom of the info_player_start/deathmatch and put the trigger_multiple in the center joining the two together.
Posted 20 years ago2004-11-09 18:43:13 UTC Post #72427
S'hum... you don't need to hollow it.
Posted 20 years ago2004-11-10 14:18:25 UTC Post #72521
yea i can use it what channel? i have a small bug need fixin
Posted 20 years ago2004-11-10 18:27:24 UTC Post #72551
step1: create a block 16x16. Tie to entity trigger_multiple
Target: ct_equip
step2: multi_manager (targetname) ct_equip
add ct_equipped value: 1 . add stripper value: 0
check flag: multithreaded
step3: game_player_equip (targetname) ct_equipped
step4: create a block 16x16. Tie to entity trigger_multiple
Target: t_equip
step5: multi_manager (targetname) t_equip
add t_equipped value: 1 . add stripper value: 0
check flag: multithreaded
step6: game_player_equip (targetname) t_equipped
step7: player_weaponstrip (targetname) stripper

ok i added multithread.
any other besides #TWHL?
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