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Codename: Loop
  • Home
  • Mapping Guides
    • J.A.C.K. Setup
    • Custom Campaigns
    • Important Features
    • Keyvalues
  • Entities
    • New Entities
    • Point Entities
      • Items
        • Items
          • item_battery
          • item_healthkit
          • item_sodacan
          • item_longjump
          • item_suit
          • item_generic
        • Weapons
          • weapon_handgrenade
          • weapon_crowbar
          • weapon_crossbow
          • weapon_egon
          • weapon_gauss
          • weapon_glock
          • weapon_hivehand
          • weapon_mp5
          • weapon_revolver
          • weapon_rpg
          • weapon_satchel
          • weapon_shotgun
          • weapon_snark
          • weapon_tripmine
          • weaponbox
        • Ammo
          • ammo_crossbow
          • ammo_glock
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          • monster_sentry
          • monster_snark
          • monster_vortigaunt
          • monster_zombie
        • Corpses
          • monster_barney_dead
          • monster_hevsuit_dead
          • monster_hgrunt_dead
          • monster_scientist_dead
        • Others
          • monster_tripmine
          • monster_cockroach
          • monstermaker
      • Others
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          • light_dynamic
          • light
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  • More
    • Home
    • Mapping Guides
      • J.A.C.K. Setup
      • Custom Campaigns
      • Important Features
      • Keyvalues
    • Entities
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        • Items
          • Items
            • item_battery
            • item_healthkit
            • item_sodacan
            • item_longjump
            • item_suit
            • item_generic
          • Weapons
            • weapon_handgrenade
            • weapon_crowbar
            • weapon_crossbow
            • weapon_egon
            • weapon_gauss
            • weapon_glock
            • weapon_hivehand
            • weapon_mp5
            • weapon_revolver
            • weapon_rpg
            • weapon_satchel
            • weapon_shotgun
            • weapon_snark
            • weapon_tripmine
            • weaponbox
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< Go back to Others

game_player_equip

Entity Type: Point Entity

Category: Others->Others

Info

The game_player_equip entity allows you to provide the player with specific items when it is triggered. It also allows you to setup the starting weapons of each chapter.

Flags

Chapter Default Equipment (1)

If enabled, this entity will be triggered automatically if you start the campaign from the chapter this entity is part of.

Keyvalues

To specify what items you want the game_player_equip to dispense, you must turn Smart Edit mode off and add attributes. Enter the item's name as the KEY, and how many of that item you want to give as the VALUE. For example, a key of "weapon_handgrenade" with a value of "2" will equip the player with 10 grenades (as each weapon_handgrenade gives 5 grenades). These are all the valid item names:


1: item_battery

2: item_healthkit

3: weapon_glock

4: ammo_glock

5: weapon_mp5

6: ammo_mp5

7: ammo_mp5grenades

8: weapon_shotgun

9: ammo_shotgun

10: weapon_crossbow

11: ammo_crossbow

12: weapon_revolver

13: ammo_revolver

14: weapon_rpg

15: ammo_rpg

16: ammo_uranium

17: weapon_handgrenade

18: weapon_tripmine

19: weapon_satchel

20: weapon_snark

21: weapon_hivehand

22: weapon_crowbar

23: weapon_gauss

24: weapon_egon

25: item_longjump

26: item_suit

I/O Reaction

On Receive Inputs

On | Toggle | Toggle -> Modify Inventory.


Kill -> Destroy (only entity, not given items).

Sending Outputs

None.

Thanks to the twhl.info community and Sven Coop Manor page for some of the info.
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