Info player deathmatch: Difference between revisions
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Warning:In
Half-Life 2: Deathmatch point does not disabling if a physics prop is blocking it, which can cause a player to get stuck in physics prop. Fixed in
Black Mesa.
Confirm: Isn't fixed in
Portal 2: Community Edition ?
Note:Player always get item_suit.
Note:If nothing is specified here - player will get item_weapon_crowbar, item_weapon_glock with full ammo and 3 item_weapon_frag.
Note:Also fires when a player or any other object stops blocking a given point.
Note:Also fires when a player or any other object starts blocking a given point.
mNo edit summary |
MyGamepedia (talk | contribs) (Black Mesa things here now.) |
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{{Lang|title=info_player_deathmatch}} | {{Lang|title=info_player_deathmatch}} | ||
[[File:info_player_start.png|right|300px]] | [[File:info_player_start.png|right|300px]] | ||
{{Entity|info_player_deathmatch|type=e0|game=Half-Life 2: Deathmatch}} | {{Entity|info_player_deathmatch|type=e0|game=Half-Life 2: Deathmatch}} Also in {{Bms|4}} and {{p2ce|4}}. | ||
{{warning|In {{hl2dm|4}} point does not disabling if a physics prop is blocking it, which can cause a player to get stuck in physics prop. Fixed in {{Bms|4}}.}} | |||
{{confirm| Isn't fixed in {{P2ce|4}} ?}} | |||
__TOC__ | __TOC__ | ||
{{clr}} | {{clr}} | ||
==Entity description== | ==Entity description== | ||
Represents a spawn point of a player during a non-team deathmatch game | Represents a spawn point of a player during a non-team deathmatch game. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV Targetname}} | |||
{{KV Parentname}} | |||
{{KV Angles}} | {{KV Angles}} | ||
{{KV|List of items to spawn the player with.|intn=itemstogive|string|Here a list of items that player will receive if he appears at this point.}}{{bms|only|}} | |||
{{todo|Learn how to give more than one weapon or item.}} | |||
{{note|Player always get [[item_suit]].}} | |||
{{note|If nothing is specified here - player will get [[item_weapon_crowbar]], [[item_weapon_glock]] with full ammo and 3 [[item_weapon_frag]].}} | |||
==Inputs== | |||
{{IO|Enable|param=void|Enable this spawnpoint|only=BMS}} | |||
{{note|Also fires when a player or any other object stops blocking a given point.}} | |||
{{IO|Disable|param=void|Disable this spawnpoint|only=BMS}} | |||
{{note|Also fires when a player or any other object starts blocking a given point.}} | |||
{{I Targetname}} | |||
{{I Parentname}} | |||
==Outputs== | |||
{{O Targetname}} | |||
==See also== | ==See also== | ||
* [[info_player_combine]] | * [[info_player_combine]] | ||
* [[info_player_rebel]] | * [[info_player_rebel]] | ||
* [[info_player_marine]] | |||
* [[info_player_scientist]] | |||
* [[info_player_start]] | * [[info_player_start]] | ||
* [[game_player_equip]] | * [[game_player_equip]] | ||
[[Category:Player spawn entities]] | [[Category:Player spawn entities]] |
Revision as of 01:52, 25 December 2023


Template:Entity Also in Black Mesa and
Portal 2: Community Edition.





Entity description
Represents a spawn point of a player during a non-team deathmatch game.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
- List of items to spawn the player with. (itemstogive) <string>
- Here a list of items that player will receive if he appears at this point.(only in
)
Todo: Learn how to give more than one weapon or item.


Inputs


Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.