Info player deathmatch: Difference between revisions
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Note:In
Half-Life 2: Deathmatch, if no info_player_rebel or info_player_combine entities are present, the respective teams will spawn from info_player_deathmatch instead. The same for
Black Mesa if no
info_player_scientist or info_player_marine entities are present.
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 ?
Important:Blocking of all spawn points in
Black Mesa will cause players to spawn at map center.
Bug:In
Black Mesa player can respawn at any moment during a multiplayer game if press
Tip:In
Black Mesa if you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleport to ground.
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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==Entity description== | ==Entity description== | ||
Represents a spawn point of a player during a free-for-all deathmatch game. | Represents a spawn point of a player during a free-for-all deathmatch game. | ||
{{note|In {{hl2dm|4}}, if no {{ent|info_player_rebel}} or {{ent|info_player_combine}} entities are present, the respective teams will spawn from {{ent|info_player_deathmatch}} instead. The same for {{bms|4}} if no {{ent|info_player_scientist}} or {{ent|info_player_marine}} entities are present.}} | {{note|In {{hl2dm|4}}, if no {{ent|info_player_rebel}} or {{ent|info_player_combine}} entities are present, the respective teams will spawn from {{ent|info_player_deathmatch}} instead. The same for {{bms|4}} if no | ||
{{ent|info_player_scientist}} or {{ent|info_player_marine}} entities are present.}} | |||
{{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}} ?}}}} | {{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}} ?}}}} | ||
{{important|Blocking of all spawn points in {{bms|4}} will cause players to spawn at map center.}} | |||
{{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|In {{bms|4}} if you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleport to ground.}} | {{tip|In {{bms|4}} if you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleport to ground.}} |
Revision as of 03:30, 29 March 2024
Entity description
Represents a spawn point of a player during a free-for-all deathmatch game.












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> (only in
)
- Comma-delimited list of items that player will receive if spawning at this point.
Important:Items must be separated by commas with no spaces. For example, to give a player three batteries, a gluon gun, and a grenade for the MP5, put item_battery,item_battery,item_battery,weapon_gluon,item_grenade_mp5.
Note:Players always get item_suit.
Note:If nothing is specified here, then players will get item_weapon_crowbar, item_weapon_glock with full ammo and 3 item_weapon_frag.
Bug:Players with no weapons will T-pose, even though
_noweapon
animations exist.[todo tested in ?]Confirm:Can be fixed with plugins ?
Bug:Players using weapon_headcrab will T-pose.
[todo tested in ?]Confirm:Can be fixed with plugins ?
Bug:Items can be picked up not only by player that appears at spawn point.[Clarify]
[todo tested in ?]Confirm:Can be fixed with plugins ?
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.