game_player_equip
- Counter-Strike 2
- Dota 2
- Steam VR
Point Entity
An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Use Only
- Strip First
-
Team Master (Obsolete) (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate. -
Weapon (
weapon0
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon1
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon2
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon3
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon4
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon5
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon6
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon7
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon8
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon9
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon10
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon11
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon12
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon13
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon14
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon15
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon16
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon17
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon18
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon19
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon20
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon21
) <String
>
Classname of item to equip, eg 'weapon_ak47'.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
TriggerForAllPlayers <
Void
>
This will force all connected players to take the weapon(s) specified. -
TriggerForActivatedPlayer <
String
>
This will force the player who activated to equip the specified weapon.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor.
Point Entity
An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Use Only
- Strip First
-
Team Master (Obsolete) (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate. -
Weapon (
weapon0
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon1
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon2
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon3
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon4
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon5
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon6
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon7
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon8
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon9
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon10
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon11
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon12
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon13
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon14
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon15
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon16
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon17
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon18
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon19
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon20
) <String
>
Classname of item to equip, eg 'weapon_ak47'. -
Weapon (
weapon21
) <String
>
Classname of item to equip, eg 'weapon_ak47'.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
TriggerForAllPlayers <
Void
>
This will force all connected players to take the weapon(s) specified. -
TriggerForActivatedPlayer <
String
>
This will force the player who activated to equip the specified weapon.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor.
Point Entity
An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- Use Only
-
Team Master (Obsolete) (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game.