Removing portal gun from player

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soptipp1
60 Posts
Posted Oct 10, 2011
I noticed that after the dlc, info_player_start has started giving me a portal gun with potatOS on it. I'm trying to make the player spawn without a portal gun and wondered if there was a good way of doing this. I've tried player_weaponstrip activated on map spawn by a logic_auto but you still see the portal gun in the start and it looks like this afterwards.

2011-10-10_00003.jpg
Does anyone know how to fix this in a better way?

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MasterLagger
1,695 Posts
Posted Oct 10, 2011
Replied 1 hour later
I covered the entire arrival elevator with the "trigger_weaponstrip" enabled, without the logic_auto activating it. Also have the "Kill Weapons" set to "yes."
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Random
171 Posts
Posted Oct 10, 2011
Replied 15 minutes later
You might want to use a env_fade to fade in from black, the gun should only appear for a split second. I haven't been able to find a way to do it without custom scripts since the update.
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MasterLagger
1,695 Posts
Posted Oct 10, 2011
Replied 5 minutes later

MasterLagger wrote:
I covered the entire arrival elevator with the "trigger_weaponstrip" enabled, without the logic_auto activating it. Also have the "Kill Weapons" set to "yes."

Don't normally quote myself, but that's how I did it in my most recent map. You should make a trigger with "trigger_weaponstrip" not "player_weaponstrip."

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soptipp1
60 Posts
Posted Oct 10, 2011
Replied 5 minutes later
Does the trigger show part of the gun while looking down? Otherwise it does the same thing as player_weaponstrip but on trigger.
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MasterLagger
1,695 Posts
Posted Oct 10, 2011
Replied 3 minutes later
The gun should be COMPLETELY gone, as long as you followed my instructions.
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soptipp1
60 Posts
Posted Oct 10, 2011
Replied 10 minutes later
Thanks for the help! I don't have an elevator (doesn't fit in well in the map) but I managed to do it with an env_fade and put the info_player_start slightly above the trigger.
BTW is there any way of muting all sound in the beginning? You can still hear the sound of picking up the portal gun.
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Skotty
671 Posts
Posted Oct 11, 2011
Replied 17 hours later
There is just one way to mute the portal gun: You would have to mute the sound via point_servercommand and use a console command for the sound volume from the game. I dont know if there is a value and I dont recommend to do this.
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mysteryman141
14 Posts
Posted Mar 18, 2012
Replied 5 months later
Create a logic_playerproxy and name it "player_settings". Create a logic auto. Ont the output put -
OnMapspawn
player_settings
RemovePotatosFromPortalgun
Check only once to yes

Your welcome.

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ChickenMobile
2,460 Posts
Posted Mar 19, 2012
Replied 16 hours later
You could always name your map without an sp_ infront of the name of your map. Certain things happen when your map is named a certain way (as discussed in this thread)