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	<id>https://wiki.svencoop.com/index.php?action=history&amp;feed=atom&amp;title=Game_player_equip</id>
	<title>Game player equip - Revision history</title>
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	<updated>2026-04-29T11:05:48Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Game_player_equip&amp;diff=228&amp;oldid=prev</id>
		<title>GeckonCZ: Import of converted entguide pages from Sven Manor.</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Game_player_equip&amp;diff=228&amp;oldid=prev"/>
		<updated>2019-01-27T22:29:21Z</updated>

		<summary type="html">&lt;p&gt;Import of converted entguide pages from Sven Manor.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
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The game_player_equip entity is a powerful entity for managing player weapons/items/ammo loadout. You can gradually enable more and more game_player_equip entities to increase the players&amp;#039; arsenal as your map progresses, or allow players to trigger it directly. This entity exhibits strange behaviour when used incorrectly, so set it up carefully: Basically, you disable smart edit mode when viewing its properties in Valve Hammer Editor, then add new keyvalues, whereas the key&amp;#039;s name be the name of the weapon-/item-/ammo-entity to supply, and value the quantity in which it shall be provided, per player. When providing an uzi, provide either weapon_uzi or weapon_uziakimbo, never both. For weapon quantity, always set 1. Never supply more than the player can pick up/carry. If at least one game_player_equip entity is enabled, the default weapon and ammo loadout from your map&amp;#039;s config file will be ignored entirely. So if your map is using game_player_equip entities, you will probably want to have one game_player_equip entity that is always enabled to provide a default loadout. Whether a game_player_equip entity is enabled or not depends on the state of its master. If no master is set, it&amp;#039;s always enabled. When the game_player_equip is triggered normally, it will equip the activating player. Be careful with that, as giving a player things he cannot pick up/carry will spawn and lie around till collected, possibly flooding the server.&lt;br /&gt;
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== Keyvalues ==&lt;br /&gt;
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{{Entity_keyvalue|Player targetname|target|Set the targetname of a player to be the only one to ever receive equipment from this game_player_equip, if the &amp;#039;Filter playername&amp;#039;-flag is set. This can be used for creating maps with roleplaying (when paired with the CVar mp_dropweapons &lt;br /&gt;
&lt;br /&gt;
set to &amp;#039;0&amp;#039;), or preventing a player from using the same triggerable game_player_equip entity multiple times per life.}}&lt;br /&gt;
{{Entity_keyvalue|Team master|master|Currently unusable.}}&lt;br /&gt;
{{Entity_keyvalue|Equip Mode|equipmode|If set to &amp;quot;Give&amp;quot;, it will provide players with items/weapons/ammo as described above. &amp;quot;Modify&amp;quot; allows to change .cfg file inventory and enable &amp;quot;Inventory Mode&amp;quot; to be used.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory Mode|inventorymode|Allows advanced inventory manipulation, changes player&amp;#039;s equip on respawn:&lt;br /&gt;
&lt;br /&gt;
Set Items: Overrides inventory with given items.&lt;br /&gt;
Add Items: Adds given items to inventory. If any item already exists, the values are sum together.&lt;br /&gt;
Substract Items: Removes given items from inventory. If any item already exists, the values are substracted from them.&lt;br /&gt;
Remove Items: Removes given items from inventory (if they exists).&lt;br /&gt;
Restock Items: Set items if given value is greater than current value.&lt;br /&gt;
Limit Items: Set items if given value is lesser than current value.}}&lt;br /&gt;
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== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|USE only|If set, the game_player_equip entity will not equip respawning players, but only react to direct triggering, equipping its activator. This makes its master obsolete.}}&lt;br /&gt;
{{Entity_flag|2|Filter Playername|If selected, this game_player_equip will only equip players with a targetname &amp;#039;Player targetname&amp;#039; (see below).}}&lt;br /&gt;
{{Entity_flag|4|Re-equip on use|If set, the game_player_equip entity will strip all weapons/ammo from the triggering player and then re-equip him. This is useful for preventing the aforementioned overflow.equip players with a targetname &amp;#039;Player targetname&amp;#039; (see below).}}&lt;br /&gt;
{{Entity_flag|8|Append Map CFG|If selected, also give weapons specified in this map configuration file (mapname.cfg) instead of ignoring it.}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
5.0 Steam Release: Added &amp;#039;Equip Mode&amp;#039; and &amp;#039;Inventory Mode&amp;#039; keyvalues.5.07: Added &amp;#039;Append Map CFG&amp;#039; flag.&lt;br /&gt;
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{{entity_title}}&lt;br /&gt;
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[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>GeckonCZ</name></author>
	</entry>
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