Dropped Weapons - Specific Entity Names?

max_banana23

L1: Registered
Jan 7, 2015
3
0
Hey mappers.
I was thinking about this idea for a new map idea I had:

Since the Gun Mettle update, dropped weapons can now be swapped. I have some questions about that.
1) Do dropped weapons have a specific entity?
2) Can we spawn them in Hammer, and so, use them ingame?
3) Can we filter by these entities? (could filter classes by their weapons)

I was just thinking of this for a map where weapons go along like a conveyor belt and you could pick some up for interesting game play.

Thanks. :thumbup:
 
Last edited:

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
1) tf_dropped_weapon
2) No, They have no modifiable keys that I could see when I looked.
3) Yes
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
The weapons are physics entities that are created when they are dropped by dead players/live players tossing them on the ground. You can kill them, but you can't create them or change their properties. You can filter by their classname, meaning they trigger something or they don't, but you can't filter by weapon type because that information is not made available to the logic system. Previously, dropped weapons used the entity name tf_ammo_pack. Now that is presumably being used by the actual ammo packs that drop from enemies.

Regarding making these weapons available on a conveyor belt: That would be interesting but unlikely to affect gameplay because players likely already own most if not all the weapons available to their chosen class, and players aren't likely to spend time waiting at a conveyor belt when there are enemies to kill, or defend against. You might be able to teleport dropped weapons to your conveyor belt, though, so players have to visit it to pick them up. Note that you can't use a physics object on a func_conveyor. They only affect players.

Fun!
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
The weapons are physics entities that are created when they are dropped by dead players/live players tossing them on the ground. You can kill them, but you can't create them or change their properties. You can filter by their classname, meaning they trigger something or they don't, but you can't filter by weapon type because that information is not made available to the logic system. Previously, dropped weapons used the entity name tf_ammo_pack. Now that is presumably being used by the actual ammo packs that drop from enemies.

Regarding making these weapons available on a conveyor belt: That would be interesting but unlikely to affect gameplay because players likely already own most if not all the weapons available to their chosen class, and players aren't likely to spend time waiting at a conveyor belt when there are enemies to kill, or defend against. You might be able to teleport dropped weapons to your conveyor belt, though, so players have to visit it to pick them up. Note that you can't use a physics object on a func_conveyor. They only affect players.

Fun!

Assuming this is a joke map, suppose players spawned with just their melee weapons? There'd be a reason suddenly to go after these other weapons; though it could be very unfun to be stripped to melee when one guy who got lucky just happened to be decked out, but that'd just depend on the rarity of these conveyors and the amount of weapons on them.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,258
999
That's true, Berry. If players were forced to start with no projectile weapons, then picking them up would be interesting.

Perhaps as a work-around, players could start the game with weapons and then they could be killed, and their dropped weapons teleported :) But they wouldn't last very long in the world, disappearing after something like 20 or 30 seconds.

I wonder if it's possible to create these weapons using a SourceMod plugin?
 

henke37

aa
Sep 23, 2011
2,075
515
Anything is possible when you can run code on the server.