Info player teamspawn: Difference between revisions
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==Notes== | ==Notes== | ||
The entity must be | 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. | 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. |
Revision as of 16:15, 10 April 2017
info_player_teamspawn
is a point entity available in 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.
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
- 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 the
Enable
input).
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD

Flags
Inputs
- 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.
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.