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info_player_teamspawn

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Info.png
This entity is not in the FGD by default, except in Team Fortress 2.
See below for instructions on making it available.
Class hierarchy
CTeamSpawnPoint
CPointEntity
CBaseEntity
team_spawnpoint.cpp

info_player_teamspawn is a point entity available in all Source Source games except Alien Swarm Alien Swarm.

A player spawn point, it uses the same model from Half-Life 2.

This entity marks the spawn point for Team Fortress 2 players.

A standard map should have at least 16 spawnpoints per respawn room, to account for a normal maximum team size on a server with the maximum player count raised to the maximum allowed value.

Note.pngNote:Make sure to raise the info_player_teamspawn entities at least 8-16 Hammer Units off the ground to ensure they function as they should.
Note.pngNote:The entity must be at least 1 unit above any surface.

Must have a at least 32 units of space around it on all sides from other teamspawns entities or it will not work properly.

The entity basically searches for anything below its point origin and spawns players there. When flush with a surface, It looks for a valid spawnpoint under that brush. When it doesn't find one near it, it invalidates that spawnpoint.

Keyvalues

Name (targetname) <string>
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

TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Warning.pngWarning:If you have ANY team_control_point_round entities in your map, you MUST also set the '<team> spawn for round' settings below. If this is not done both teams will spawn at all spawn points.
Match Summary (MatchSummary) <choices>
Determines whether this location is used for the match summary.
  • 0 : Not Valid
  • 1 : Loser
  • 2 : Winner
Associated Control Point (controlpoint) <string>
The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state.
Spawn Mod (SpawnMode) <choices>
How the game decides when a player can spawn here. Triggered mode will only allow players sent via a trigger_player_respawn_override (in which case this spawn must be named, and match the trigger).
  • 0 : Normal
  • 1 : Triggered
Blue spawn for round (round_bluespawn) <string>
Blue spawn point when the associated round is being played.
Red spawn for round (round_redspawn) <string>
Red spawn point when the associated round is being played.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Flags

Scout : [1]
Sniper : [2]
Soldier : [4]
Demoman : [8]
Medic : [16]
Heavyweapons : [32]
Pyro : [64]
Spy : [128]
Engineer : [256]

Inputs

TFTeam:

SetTeam <integer>
Changes the entity's Team keyvalue.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

See Also