Info player teamspawn

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A player spawn point, Uses the same model from that of Half Life 2.
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A player spawn point, Uses the same model from that of Half Life 2.

Entity Description

This point entity marks the spawnpoint for Team Fortress 2 players.

A standard map should have at least 16 spawnpoints per respawn room.

Keyvalues

Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • TeamNum
<choices> The team this entity belongs to.
Literal Value Description
0 Any
2 RED
3 BLU
  • StartDisabled
<boolean>
  • controlpoint
<target_destination> The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state.
  • round_bluespawn
<target_destination> Blu spawn point when the associated round is being played.
  • round_redspawn
<target_destination> Red spawn point when the associated round is being played.
  • group_no
<integer> Spawn area group number
goal_state
<integer> ?
goal_result
<integer> ?
goal_activation
<integer> ?

Inputs

  • Kill
Removes this entity from the world.
Removes this entity and all its children from the world.
  • AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
  • Enable
Enable this entity.
  • Disable
Disable this entity.

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator

See Also