ah…didnt know that…so you are right. that’s just what he did 
"remove guns"
But that whole discussion doesn’t get me any further to my intention?
There must be some way to remove all weapons (except for knife)
[QUOTE=Miki;185326]But that whole discussion doesn’t get me any further to my intention?
There must be some way to remove all weapons (except for knife)[/QUOTE]
Did you try alertentitying it from the script or activate with a func_button?
I don’t really understand what is meant by ''alertentitying it from the script".
Do you mean 'alertentity remove_weapons" when
target_remove_powerups has a targetname remove_weapons? Didn’t try that, yet?
[QUOTE=Miki;185333]I don’t really understand what is meant by ''alertentitying it from the script".
Do you mean 'alertentity remove_weapons" when
target_remove_powerups has a targetname remove_weapons? Didn’t try that, yet?[/QUOTE]
Yes I meant just a “alertentity remove_weapons” in the game_manager’s spawn after some wait. Remove the multiple tho. This would (atleast if it works) remove the guns from everyone.
Also if that doesn’t work, you can try to have a func_button. Target the func_button to that entity and see what happens when you press the button (if anything). Even if that wasn’t exactly what you wanted, that would tell use something. (Note… I haven’t got any clue if the entity works and what it does, but this is a way to find out… And I would believe it doesn’t even work, because it’s not listed, but it is worth to try, as it was mentioned…)
afaik this entity just removes lost obj_blue/red_flags.
but you could try to use "cvar g_knifeonly inc “1"” in mapscript. in developermodus it worked for me.
if you do this in spawn-part of the script use a long wait before
I’m afraid that results into : ‘ET.Exe has crashed’ window- report, don’t send bla bla, we all know that screen. Strange, but to bad 
I get the message’s
Picked up MP40
Picked up an ammo pack
but I can’t ‘swap’ to MP40, so I guess its auto-removed 
EDIT :
I could try using knifeonly 1 and then back to 0
EDIT :
Nope, doesn’t work neither… 
Any other solutions? 
Zer0Cool is right AFAIK. The WET code (g_target.c) target_remove_powerups only removes a stolen item (PW_REDFLAG or PW_BLUEFLAG) and the PW types do not include weapons (powerup_t in bg_public.h).
However
cvar g_knifeonly inc 1
does work for me (note no quotes) in devmap and map. However it affects all players who respawn after it is set.
You could almost do a one player remove weapons by map scripting. I.E
PSEUDOCODE
Player “A” touches invisible trigger multiple.
Trap the player “A” with func_fakebrushes set to solid type
force all other pending respawns by reducing the respawntimes to minimum
increment the g_knifeonly to 1 (after a wait that allowed the pending respawns to happen first)
Kill the player “A” with a trigger_hurt
Player “A” respawns almost immediately with just knife (and hopefully no other player is so unlucky to die within the second or so that takes)
return respawn times to normal (after allowing wait for player “A” to respawn)
return g_knifeonly to 0
and the last line is why this won’t work in plain ET. Only one script command actually works for cvars in plain ET and that is cvar inc. And it ignores the value and uses 1 instead! Well I did say it could almost could be done by scripting. So to use my convoluted idea you must use a mod that fixed cvar inc (or cvar set, or cvar bitreset) to return g_knifeonly to zero. And then there would be punkbuster…
The WET code (g_target.c) target_remove_powerups only removes a stolen item (PW_REDFLAG or PW_BLUEFLAG) and the PW types do not include weapons (powerup_t in bg_public.h).
hm…yea…sry for the misinformation. let me explain. the tutorial man says that this entity removes weapons and armor and stuff. -> thats exactly what he says <- . so i believed in that and remembered that he sayd that as i read this thread. as i looked a bit closer in this tutorial i paused and took a look at the entities-description-text, as it is as follows:
This takes away any and all item_* powerups from player except health and armor (holdable_* items are not taken away either.) Must be activated by a button or a trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currentliy in his possession.
my english is very bad. so i guess this was no cool information, eh 
so what is an item and what is a holdable item 
i dont wanna guess caus i dont know this entity either, and others seem to have read the gamecode, so thats probably the most relieable information. i only heard about that in the tutorial. so sry again for misleading. guess i should have looked more closer.
greetz qualmi
[QUOTE=Qualmi;185366]… the tutorial man says that this entity removes weapons and armor and stuff. …
This takes away any and all item_* powerups from player except health and armor (holdable_* items are not taken away either.) Must be activated by a button or a trigger_multiple entity. The player that activates the trigger will lose any powerup(s) currentliy in his possession.
[/QUOTE]
Which tutorial?
Actually I missed one thing, the memset will clear other powerups ie;
PW_ADRENALINE (needle)
PW_OPS_DISGUISED (uniform)
The other powerups keep track of what class you are disguised as and there are 5 powerups which I think are only for SP only
PW_INVULNERABLE,
PW_FIRE, //----(SA)
PW_ELECTRIC, //----(SA)
PW_BREATHER, //----(SA)
PW_NOFATIGUE, //----(SA)
(some mods might use them too)
I looked at Quake3 game code (g_target.c) and it also only removed carry-able powerups (including red, blue and neutral flags). This old forum explains that the entity target_remove_powerups was used for removing flags from players falling into a certain death (e.g. abyss), that way the flag would return to the game without having to timeout. So I guess with all the quake3 space maps that would be a major reason for having the entity.
Which tutorial?
take a look: http://s49.deinprovider.de/vbarticles.php?do=article&articleid=123
actually its german and you have to register. but its a great site.
So I guess the target_remove_powerups won’t do it 
Also the G_knifeonly doesn’t do what I want.
What I want is :
ALL ppl spawn with knife. They have to walk trough the level, and they can find ‘depots’ with weapons and Ammo.
sorry for double post, but just a Bump
I guess there is no way to remove the guns then? 
I know its possible in NQ to let ppl ‘throw’ there weapons…
The idea would be that axis are in jails and allies can take weapons, and have to prevent the axis from killing allies from backstabbing and stealing guns that are hidden over the map.
In NQ it’s possible to script weapons.
Not sure if its possible to achieve what you want.
My guess as far as ammo is taken from FOP guns are available.
So the map could be a NQ only one with weapon scripts included.
But the weapon scripts would be used through all the maps on the server.
NQ weapon scripting
Thanks, perhaps I can work something out with
defaultStartingAmmo set on 0 to MP40 & luger (s) (Nades too, if possible)
Thanks 
Edit : this way, i have succesfully removed everybodies gun, but ppl still have nades. Can’t figure out how to do them away 
you did it on NQ only or just in ET? and is it really needed to remove weapons? i though there would be a glass wall between axis and allied
Its NQ only.
Its different; its a Jail mode.
Allies start and can take as much ammo as they want. Axis start (with no ammo (= removed guns)) in jails. The allies can push buttons to release the axis. The axis must listen to the commands of the allies, (eg to to the showers, the pool, the lunchjard, …
Axis must find weak spots in the allies and if they can try to stab them, or escape and try to get some ammo, to shoot allies. Allies may not kill axis, unless axis tries to knife some allied, or if he is holding a gun.
I’ll just try to make the map so you can see it yourself 