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
Tip:If you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleporting to ground.
Important:To give more than one item or weapon you must add comma after name of item (without space). For example, to give 3 batteries, gluon gun and grenade for mp5 write the next:
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 with 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 ?]
Bug:Items can be picked up not only by player that appears at spawn point.
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.
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Represents a spawn point of a player on the [[Marine]] team during a team deathmatch game in {{Bms|4}}. | Represents a spawn point of a player on the [[Marine]] team during a team deathmatch game in {{Bms|4}}. | ||
{{bug|In {{Bms|4}} player can respawn at any moment during a multiplayer game if press <code>Choose team</code> button and use <code>Auto distribution</code> 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.}} | {{bug|In {{Bms|4}} player can respawn at any moment during a multiplayer game if press <code>Choose team</code> button and use <code>Auto distribution</code> 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.}} | ||
{{tip|If you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleporting to ground.}} | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 07:42, 20 February 2024


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.(only in
)

item_battery,item_battery,item_battery,weapon_gluon,item_grenade_mp5
.


_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.