Info player teamspawn: Difference between revisions

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(added MatchSummary, Associated Control Point, Spawn Mod, Blue spawn for round, Red spawn for round, Classes Spawnflags)
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[[File:Info player Teamspawn tf.JPG|thumb|right|200px|A player spawn point, it uses the same model from Half Life 2.]]
[[File:Info player Teamspawn tf.JPG|thumb|right|200px|A player spawn point, it uses the same model from Half-Life 2.]]


{{tf2 point|info_player_teamspawn}}
{{tf2 point|info_player_teamspawn}}

Revision as of 00:24, 27 April 2021

A player spawn point, it uses the same model from Half-Life 2.

Team Fortress 2 info_player_teamspawn is a point entity available in Team Fortress 2 Team Fortress 2.

Entity description

This entity marks the spawn point for Team Fortress players.

A standard map should have at least 16 spawnpoints per respawn room, to account for a normal maximum team size on a server with the maximum player count raised to the maximum allowed value.

Note.pngNote:Make sure to raise the info_player_teamspawn entities atleast 8-16 Hammer Units off the ground to ensure they function as they should.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Warning.pngWarning:If you have ANY team_control_point_round entities in your map, you MUST also set the '<team> spawn for round' settings below. If this is not done both teams will spawn at all spawn points.
Match Summary ([todo internal name (i)]) <choices>
Determines whether this location is used for the match summary.
  • 0 : Not Valid
  • 1 : Loser
  • 2 : Winner
Associated Control Point ([todo internal name (i)]) <string>
The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state.
Spawn Mod ([todo internal name (i)]) <choices>
How the game decides when a player can spawn here. Triggered mode will only allow players sent via a trigger_player_respawn_override (in which case this spawn must be named, and match the trigger).
  • 0 : Normal
  • 1 : Triggered
Blue spawn for round ([todo internal name (i)]) <string>
Blue spawn point when the associated round is being played.
Red spawn for round ([todo internal name (i)]) <string>
Red spawn point when the associated round is being played.

Flags

  • 1 : Scout
  • 2 : Sniper
  • 4 : Soldier
  • 8 : Demoman
  • 16 : Medic
  • 32 : Heavyweapons
  • 64 : Pyro
  • 128 : Spy
  • 256 : Engineer

Inputs

SetTeam <integerRedirectInput/integer>
Changes the entity's team.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs

Notes

The entity must be at least 1 unit above any surface.

Must have a at least 32 units of space around it on all sides from other teamspawns entities or it will not work properly.

The entity basically searches for anything below its point origin and spawns players there. When flush with a surface, It looks for a valid spawnpoint under that brush. When it doesn't find one near it, it invalidates that spawnpoint.