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 ?
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.
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.
MyGamepedia (talk | contribs) (Black Mesa things here now.) |
MyGamepedia (talk | contribs) No edit summary |
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[[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}} Also in {{Bms|4}} and {{p2ce|4}}. | {{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}}. | {{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}} ?}}}} | ||
{{confirm| Isn't fixed in {{P2ce|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.}} | ||
__TOC__ | __TOC__ | ||
{{clr}} | {{clr}} |
Revision as of 02:08, 25 December 2023


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







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 ?]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.