Trigger survival playarea: Difference between revisions
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[[File:trigger_playarea.jpg|thumb|Example of how this trigger should be placed in level.]] | [[File:trigger_playarea.jpg|thumb|Example of how this trigger should be placed in level.]] | ||
{{back|Creating a Danger Zone Map}} | {{back|Creating a Danger Zone Map}} | ||
{{csgo | {{this is a|e2|game=csgo|name=trigger_survival_playarea}} {{DZupdate}} | ||
== Entity Description == | == Entity Description == |
Revision as of 07:26, 7 January 2024
trigger_survival_playarea
is an e2 available in Counter-Strike: Global Offensive.

- The {{{game}}} parameter is inconsistent with the name defined by the {{csgo}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Counter-Strike: Global Offensive.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It's one of many new entities added with the Danger Zone update.
Entity Description
A trigger volume that defines the bounds of the survival play area. This brush is used for chopper deployment location and other entities like drones use this for spawning at edges of this brush. This brush should be around 1500 units above ground. How far above the ground the brush is doesn't affect deployment height, this seems to be controlled by the game mode itself, it will change your deployment height depending how far down the ground is.
This entity doesn't require any special properties or I/O. Just placing it in the world is enough.
Recommended brush size is 16384x16384. If you want smaller play area you can just use the spawn mask to control the deployment area.



sv_dz_zone_hex_radius 2200
.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.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Filter Name ([todo internal name (i)]) <filter>
- Filter to use to see if activator triggers me. See filter_activator_name for more explanation..