Info player marine: Difference between revisions
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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:If you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleporting 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 on the [[HECU]] team during a team deathmatch game in {{Bms|4}}. | Represents a spawn point of a player on the [[HECU]] team during a team deathmatch game in {{Bms|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|If you want to place your spawn point on a displacement surface - place your spawn point in air, players will automatically teleporting to ground.}} | {{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.}} | ||
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{{KV Parentname}} | {{KV Parentname}} | ||
{{KV Angles}} | {{KV Angles}} | ||
{{KV|List of items to spawn the player with.|intn=itemstogive|string| | {{KV|List of items to spawn the player with.|intn=itemstogive|string|Comma-delimited list of items that player will receive if spawning at this point. | ||
{{important| | :{{important|Items must be separated by commas with no spaces. For example, to give a player three [[item_battery (BMS)|batteries]], a [[weapon_gluon (BMS)|gluon gun]], and a [[item_grenade_mp5 (BMS)|grenade for the MP5]], put {{code|item_battery,item_battery,item_battery,weapon_gluon,item_grenade_mp5}}.}} | ||
{{note| | :{{note|Players always get [[item_suit]].}} | ||
{{note|If nothing is specified here | :{{note|If nothing is specified here, then players will get [[item_weapon_crowbar (BMS)|item_weapon_crowbar]], [[item_weapon_glock (BMS)|item_weapon_glock]] with full ammo and 3 [[item_weapon_frag (BMS)|item_weapon_frag]].}} | ||
{{bug|Players with no weapons | :{{bug|Players with no weapons will T-pose, even though <code>_noweapon</code> animations exist.{{confirm|Can be fixed with plugins ?}}}} | ||
{{bug|Players | :{{bug|Players using [[weapon_headcrab (BMS)|weapon_headcrab]] will T-pose.{{confirm|Can be fixed with plugins ?}}}} | ||
{{bug|Items can be picked up not only by player that appears at spawn point. {{confirm|Can be fixed with plugins ?}}}} | :{{bug|Items can be picked up not only by player that appears at spawn point.{{clarify}} {{confirm|Can be fixed with plugins ?}}}} | ||
|only={{bms}}}} | |||
==Inputs== | ==Inputs== |
Revision as of 03:36, 29 March 2024


Entity description
Represents a spawn point of a player on the HECU 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> (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
- 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.