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game_player_equip

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.