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Removing portal gun from player

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.

Spoiler

2011-10-10_00003.jpg


Does anyone know how to fix this in a better way?

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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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 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."

Crazy is as crazy does.
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[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
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ML's Halloween Trick - 1000 downloads!
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ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Does the trigger show part of the gun while looking down? Otherwise it does the same thing as player_weaponstrip but on trigger.

The gun should be COMPLETELY gone, as long as you followed my instructions.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

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.

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.

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.

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)

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