player_weaponstrip & player_equip Created 17 years ago2006-07-09 09:25:15 UTC by Patriarch Patriarch

Created 17 years ago2006-07-09 09:25:15 UTC by Patriarch Patriarch

Posted 17 years ago2006-07-09 09:25:15 UTC Post #189403
Well, here it goes..
I've made some map, which there are weapons laying on ground. and the players may choose which weapon they like. [as the maps iceworld / poolday .. if you know them].

My problem starts after the first round. when the second round begins, everyplayer which didnt die last round, and still got a weapon, is able to pickup another weapon, and so having 2+ weapons in the same time.

I assume, the problem is I dont know how to trigger player_weaponstip on the start of everyround.
The only other trigger i used on the map so far is game player equip, which gives only armor and a knife. [so the player may chose their primary weapon as i explained before].

Please try to help me out, i'm working on that one for a while, and I cant make it work :| , thanks alot.

I'm using Hammer version 3.4 SDK Build : 2363
Posted 17 years ago2006-07-09 09:43:22 UTC Post #189406
Cs I seppose. Well I don't have Cs but here is a little advice- most game/player entities will only work if triggered by a player, unless they have an 'affect all players' flag. They'll affect the player that triggered them.

So only the dead players are respawned and nobody is spawned in the middle of the rounds. If there is a way to trigger a multimanager a short time(~0.5 seconds) before the round ends then it can be easly done. Make that multimanager first target a weaponstrip entity that will take all the alive players weapons, and after 0.1 seconds(and not less) make the multimanager trigger a equip entity that will give him the starting weapons.
Just remember, if the entities doesn't have an 'affect all players' flag you must make sure each live player will trigger the multimanager.

I would like to help you abit more but I don't know anything about CS entitywork.
Posted 17 years ago2006-07-09 09:49:00 UTC Post #189408
Well actually, I see I didnt explaine my self that well...
The main problem is that players are able to use 2 guns.. like if they got an AK, in the next round, they are able to pick up an M4 too, and so having 2 primary weapons.

Now im not sure, but from what people told me , weapon strip will remove eveybody's weapons, and its not what i wish for.
I just wish to make sure no player can pick up more than 1 primary gun.

Also, when i play one round, and after it im using the command sv_restartround , I spawn from new, and I still got a weapon. thats aint right :

NOTICE :
[16:46:53] [Patriarch] its just, that a player can pick up more than 1 primary weapon, and its not supposed to be like that :o
[16:47:17] [Patriarch] I like the people who stay alive to keep their weapons, but not making them able to pick up another one
Posted 17 years ago2006-07-09 10:49:22 UTC Post #189412
Oh... I really don't know a thing about CS entitywork... why not decompile those maps you mentioned and check how they did it.
Posted 17 years ago2006-07-09 11:13:33 UTC Post #189414
100's of members should know this, don't know why they don't like to help out the new guys, again lol.
Basically there is 2 ways of doing this the hard way and the easy way. You can code this in the .vmf itself. Or the easy way of just downloading the game data file / .fgd. I would recomend searching for cstrike-jaxon106.fgd. These files basically dictate what entites/properties you can manage. For some reason they decided to take out alot of the object properties for certain entities such as game_player_equip. And also some of the camera stuff for example. Now again, you could edit the .vmf file under the game_player_equip text using your default cstrike.fgd. But it would be so much easier to hunt down a more comprehensive .fgd such as the above mentioned jaxon one.
Then basically you just assign who gets what. You can take away knives, pistols and give everyone awps for example. This would obviously start off the same, every round. Which should take care of your problem :)
Posted 17 years ago2006-07-09 12:01:57 UTC Post #189417
Lets first make sure he maps for CS:S or CS!
Posted 17 years ago2006-07-09 13:00:48 UTC Post #189425
The site admin needs to make an option where you can choose which game you are posting about, like when you upload a map, it displays a (very) small icon to indicate this. As people here seldom mention such things.
Posted 17 years ago2006-08-01 14:02:41 UTC Post #192206
I had a similar issue.

Here's my old thread, with what I ended up doing. Hope it helps

http://twhl.co.za/forums.php?action=viewthread&str=player_weaponstrip&type=1&pg=1&id=11486
Posted 17 years ago2006-08-01 14:20:24 UTC Post #192209
I'm using Hammer version 3.4 SDK Build : 2363
He told us what he was mapping for.
CSS uses hammer 4. I wish people would read.

Sorry mate, cant help you with your problem.. ust trying to help you get an answer rather than a bunch of people posting about stuff that's no use to you
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-01 15:17:22 UTC Post #192216
i have 2 ideas:

1st: dont use a game_player_equip because most fy maps dont (only difference is everyone will have a pistol) im pretty sure that would stop the double weapon equips

2nd: if you really want a game_player_equip have a player spawn in the air and drop onto a trigger_multiple triggered to a weapon_strip then onto another trigger_multiple triggering a game_player_equip (you would have to change the game_player_equip value from round_start to ur own value)

if u cant get it to work pm me and ill make an example map for u
Posted 17 years ago2006-08-18 15:35:57 UTC Post #193821
If you still didn't get it I will show you how I do my game_player_equips:

1) First I make a multi_manager named "game_playerspawn" (dont add quotes)

2) Turn Smart Edit off. Make a new key named "strip" with a value of .001 (again no quotes)

3) Make another key named "equip" with a value of .001

4) Make a player_weaponstrip named "strip"

5) Make a game_player_equip named "equip"

6) Add keys for the weapons (i.e. Key: weapon_knife Value: 1)
Now what you just did was make a multi_manager that triggers on spawn. It triggers the other entities and stripes the weapons. You also told the engine what to equip.

Note: This DOES NOT strip the ammo (there is a way I just don't know how. )
You must be logged in to post a response.