Info player scientist
		
		
		
		Jump to navigation
		Jump to search
		
Entity description
Represents a spawn point of a player on the Scientist 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. 
parentnameortarget).
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.
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.