If I remember right, there's two ways, the scripted version, and the unscripted. To make a script using BehavED. Open up your behavED program, first click on affect (should be at the top) Double click the :"DEFAULT" portion of the affect, and put in player, leave everything else unchanged. Make sure the next portion is set to be inside the affect. I'm sure you already know how to keep the saber from appearing, but just in case. Select: set ( <str> <str> ), double click it, go to the first drop menu, select SET_SABER1 and in the other window, type "none" (without quotes of course). As for the weapon, SET_WEAPON then, as it looks like you want just the Bryar, WP_BRYAR_PISTOL. In GTKRadiant, make a trigger_once that the player will immediately spawn into, link a target_scriptrunner to it, open up the entity menu, do usescript, then link your script in there, and it should work. If you want the unscripted version, just drop a bryar pistol immediately on the spawn, but scripts are more accurate and professional-looking.