hostage_entity

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Revision as of 15:27, 19 February 2016 by Lonkfania (talk | contribs) (Updated the description to be accurate to CS:GO.)
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Template:Base point multi

Entity description

Represents a hostage in Counter-Strike: Source and Counter-Strike: Global Offensive. A hostage NPC will spawn at this point. There is no limit to the amount of hostage in a map, but maps tend to have only 4 in CS:S, or 2 in CS:GO. In CS:S, no matter how many hostages there are, they all must be rescued in order for the Counter-Terrorists to win. In CS:GO, only one of the hostages have to be rescued in order for the Counter-Terrorists to win. The model for each hostage is randomly chosen.

PlacementTip.gifPlacement Tip:Keep this entity away from things that it could get stuck in when spawning.

Keyvalues

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.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Hostage Model (int) ([todo internal name (i)]) <integer>
Not used. Hostage models are chosen randomly by the game.

Counter-Strike: Global Offensive Counter-Strike: Global Offensive only:

Hostage Spawn Random Factor (int) ([todo internal name (i)]) <integer>
Allows to increase probability of this hostage being picked during random spawn selection process, essentially considering this spawn point specified number of times.


Hostage Spawn Exclusion Group 1 - 30 ([todo internal name (i)]) <choices>
Hostages sharing same spawn exclusion group will never spawn together.
Value Description
0 n/a
1 Do not spawn together

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.


Ignite
Ignites the hostage.


OnRescueZoneTouch
Rescues the hostage, making the CTs win when it was the last one.


EnableShadows
Enables the shadows of this entity.


DisableShadows
Disables the shadows of this entity.