Info player marine: Difference between revisions
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Bug:In
Black Mesa player can respawn at any moment during a multiplayer game if press
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.
Bug:Players wth no weapons uses T pose, even though the models provide
Confirm:Can be fixed with plugins ? [todo tested in ?]
Bug:Players that use weapon_headcrab uses T pose.
Confirm:Can be fixed with plugins ? [todo tested in ?]
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.
(Created page with "{{Language subpage}} ==Entity description== Represents a spawn point of a player on the Marine team during a team deathmatch game in {{Bms|4}}. {{bug|In {{Bms|4}} player c...") |
MyGamepedia (talk | contribs) |
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{{note|Player always get [[item_suit]].}} | {{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|If nothing is specified here - player will get [[item_weapon_crowbar]], [[item_weapon_glock]] with full ammo and 3 [[item_weapon_frag]].}} | ||
{{bug|Players wth no weapons uses T pose, even though the models provide <code>_noweapon</code> animations.{{confirm|Can be fixed with plugins ?}}}} | |||
{{bug|Players that use [[weapon_headcrab]] uses T pose.{{confirm|Can be fixed with plugins ?}}}} | |||
==Inputs== | ==Inputs== |
Revision as of 15:00, 28 December 2023


Entity description
Represents a spawn point of a player on the Marine team during a team deathmatch game in Black Mesa.


Choose team
button and use Auto distribution
button. With this player get a huge advantage over other players during a multiplayer game, such as avoiding death or spawning at a required point. Can be fixed with plugins only. [todo tested in ?]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.
Todo: Learn how to give more than one weapon or item.



_noweapon
animations.


Inputs
- Enable <void>
- Enable this spawnpoint

- Disable <void>
- Disable this spawnpoint

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.