Unequiping players
Apr 12, 2009 16:24:20 GMT
Post by Helix on Apr 12, 2009 16:24:20 GMT
Hello there!
Always wondered how unequip players? So that means that a any player crossing a certain area will be weaponless totally? Then you can find out here.
The following information is additional. It might be usefull for some people. Some knoweledge about Hammer is required
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You probably know there are some entities that might work even if they are obselete. Well, here you have a custom entity definition plugin for Hammer. With this, entity property menus will be less confusing and a lot of obselete entities will be recognized.
Download it HERE
For extra information, go HERE
If you are downloading this, then really read the instructions in the link above.
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Okay, if you don't understand a flying f*** about what was up there, then no problem, we can still continue.
The entity that can be used for unequiping players is a player_weapon_strip entity. If you aren't using the custom FDG file that I posted up here, then you will get an obeselete entity. However, it will still work[/u]
Go to the properies menu from the entity by doubleclicking on it. Pull off smart edit and click on ''add''
Follow these steps:
1. Key -> type targetname
2. Value -> type <your entity name> so it can be stripper or jack or anything..
For extra help, take a look at this screenshot:
Now the stripper will work, but we still need to make a trigger, so when a player walks over it, the stripper will know that this player will lose his weapons.
Now create a block somewhere in your map where you want the player to lose his/her weapons.
Give this block the trigger texture
Select the block, and press ctrl + t. Welcome to the properties menu
Follow the steps:
1. Name the trigger block a trigger_multiple
2. Go to the outputs tab
3. Now add the following by clicking on ''Add...'':
My output named: OnStartTouch
Targets entities named: <The name you gave to the player_weapon_strip
Via this input: Strip
That's all. Now press apply.
For extra help, take a look at this screenshot:
For optimal prestation, set the Delay before reset option to 0 in the menu tab (with smartedit on). This will mean that another player can have the same effect immediatly after another player has walked on it. It is set on 1 on default, so that means that player has to wait 1 second before the same effect will occur on the player. This can create the possibility that not every player will be weapon stripped while you still want this to happen.
There you go, weapons stripped! Perv!
Always wondered how unequip players? So that means that a any player crossing a certain area will be weaponless totally? Then you can find out here.
The following information is additional. It might be usefull for some people. Some knoweledge about Hammer is required
-----
You probably know there are some entities that might work even if they are obselete. Well, here you have a custom entity definition plugin for Hammer. With this, entity property menus will be less confusing and a lot of obselete entities will be recognized.
Download it HERE
For extra information, go HERE
If you are downloading this, then really read the instructions in the link above.
--------------
Okay, if you don't understand a flying f*** about what was up there, then no problem, we can still continue.
The entity that can be used for unequiping players is a player_weapon_strip entity. If you aren't using the custom FDG file that I posted up here, then you will get an obeselete entity. However, it will still work[/u]
Go to the properies menu from the entity by doubleclicking on it. Pull off smart edit and click on ''add''
Follow these steps:
1. Key -> type targetname
2. Value -> type <your entity name> so it can be stripper or jack or anything..
For extra help, take a look at this screenshot:
Now the stripper will work, but we still need to make a trigger, so when a player walks over it, the stripper will know that this player will lose his weapons.
Now create a block somewhere in your map where you want the player to lose his/her weapons.
Give this block the trigger texture
Select the block, and press ctrl + t. Welcome to the properties menu
Follow the steps:
1. Name the trigger block a trigger_multiple
2. Go to the outputs tab
3. Now add the following by clicking on ''Add...'':
My output named: OnStartTouch
Targets entities named: <The name you gave to the player_weapon_strip
Via this input: Strip
That's all. Now press apply.
For extra help, take a look at this screenshot:
For optimal prestation, set the Delay before reset option to 0 in the menu tab (with smartedit on). This will mean that another player can have the same effect immediatly after another player has walked on it. It is set on 1 on default, so that means that player has to wait 1 second before the same effect will occur on the player. This can create the possibility that not every player will be weapon stripped while you still want this to happen.
There you go, weapons stripped! Perv!