Info null (GoldSrc): Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 Warning:This entity still counts toward the edict limit for a split second until being automatically killed upon spawning.
Warning:This entity still counts toward the edict limit for a split second until being automatically killed upon spawning.  Workaround:If this is an issue, do one of the following:
Workaround:If this is an issue, do one of the following:
 
		
	
| SirYodaJedi (talk | contribs)  (Can't have server-only entities in goldsus, but there's a cleaner way in multiplayer.) | SirYodaJedi (talk | contribs)  No edit summary | ||
| Line 1: | Line 1: | ||
| {{tabs|Info null|goldsrc=1|source=1|main=source}} | {{tabs|Info null|goldsrc=1|source=1|main=source}} | ||
| {{CD|CNullEntity|goldsrc=1}} | {{CD|CNullEntity|goldsrc=1}} | ||
| {{this is a|point entity|name=info_null|engine=GoldSrc}} It will automatically remove itself on spawn.  | {{this is a|point entity|name=info_null|engine=GoldSrc}} It will automatically remove itself on spawn. Primarily used as a [[Light spot (GoldSrc)|spotlight]] target. | ||
| {{warning|This entity still counts toward the [[edict]] limit for a split second until being automatically [[kill]]ed upon spawning. {{workaround|If this is an issue, do one of the following: | {{warning|This entity still counts toward the [[edict]] limit for a split second until being automatically [[kill]]ed upon spawning. {{workaround|If this is an issue, do one of the following: | ||
Revision as of 11:42, 7 May 2025
|  Class hierarchy | 
|---|
| CNullEntity | 
|  subs.cpp | 
info_null  is a   point entity  available in all  GoldSrc games. It will automatically remove itself on spawn. Primarily used as a spotlight target.
 GoldSrc games. It will automatically remove itself on spawn. Primarily used as a spotlight target.
 Warning:This entity still counts toward the edict limit for a split second until being automatically killed upon spawning.
Warning:This entity still counts toward the edict limit for a split second until being automatically killed upon spawning.  Workaround:If this is an issue, do one of the following:
Workaround:If this is an issue, do one of the following:
- If this is a multiplayer map, use spawnflag 2048 ("Not in Deathmatch"). This spawnflag is parsed by the engine before the entity has a chance to spawn.
- If this is a singleplayer map, add a non-existent entity (ex: info_target_null) to the FGD and use that to prevent the entity from being networked, as it gets discarded as an unknown entity when it tries to spawn.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
