This article relates to the game "Half-Life 2: Deathmatch". Click here for more information.
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info_player_deathmatch

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Revision as of 07:33, 12 July 2024 by Nesciuse (talk | contribs) (Multipage removal)
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Icon-NotInFGD.png
This entity is not in the FGD by default, except in Half-Life Deathmatch: SourceHalf-Life 2: DeathmatchBlack MesaPortal 2: Community Edition.
See below for instructions on making it available.

info_player_deathmatch is a point entity available in all Source Source games.

Info player start.png

Entity description

Represents a spawn point of a player during a free-for-all deathmatch game.

Warning.pngWarning:In Half-Life 2: Deathmatch Half-Life 2: Deathmatch point does not disable if a physics prop is blocking it, which can cause a player to get stuck in physics props. Fixed in Black Mesa Black Mesa.
Confirm: Isn't fixed in Portal 2: Community Edition Portal 2: Community Edition ?
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 players 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 ?]
Icon-Important.pngImportant:If there are no available spawns, players will spawn at the map center.
Tip.pngTip:If you want to place your spawn point on a displacement surface - place your spawn point in the air as players will automatically teleport to the ground, but won't be able to spawn if it is clipping into the floor
Note.pngNote:In Half-Life 2: Deathmatch Half-Life 2: Deathmatch, if no info_player_rebel or info_player_combine entities are present, the respective teams will spawn from info_player_deathmatch instead. The same is true for Black Mesa Black Mesa if no info_player_scientist or info_player_marine entities are present.

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> (only in Black Mesa)
Comma-delimited list of items that player will receive if spawning at this point.
Icon-Important.pngImportant: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.pngNote:Players always get item_suit.
Note.pngNote:If nothing is specified here, then players will get item_weapon_crowbar, item_weapon_glock with full ammo and 3 item_weapon_frag.
Icon-Bug.pngBug:Players with no weapons will T-pose, even though _noweapon animations exist.
Confirm:Can be fixed with plugins ?
  [todo tested in ?]
Icon-Bug.pngBug:Players using weapon_headcrab will T-pose.
Confirm:Can be fixed with plugins ?
  [todo tested in ?]
Icon-Bug.pngBug:Items can be picked up not only by player that appears at spawn point.[Clarify]
Confirm:Can be fixed with plugins ?
  [todo tested in ?]

Inputs

Enable <void> (only in Black Mesa)
Enable this spawnpoint
Note.pngNote:Also fires when a player or any other object stops blocking a given point.
Disable <void> (only in Black Mesa)
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