Info player marine

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Revision as of 06:31, 25 December 2023 by NOUG4AT (talk | contribs) (Created page with "{{Language subpage}} ==Entity description== Represents a spawn point of a player on the Marine team during a team deathmatch game in {{Bms|4}}. {{bug|In {{Bms|4}} player c...")
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Entity description

Represents a spawn point of a player on the Marine team during a team deathmatch game in Black Mesa Black Mesa.

Icon-Bug.pngBug:In Black Mesa Black Mesa player can respawn at any moment during a multiplayer game if press 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 or target).
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.
Todo: Learn how to give more than one weapon or item.
Note.pngNote:Player always get item_suit.
Note.pngNote:If nothing is specified here - player will get item_weapon_crowbar, item_weapon_glock with full ammo and 3 item_weapon_frag.

Inputs

Enable <void>
Enable this spawnpoint
Note.pngNote:Also fires when a player or any other object stops blocking a given point.
Disable <void>
Disable this spawnpoint
Note.pngNote:Also fires when a player or any other object starts blocking a given point.


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.

Outputs

See also