hostage_entity

From Valve Developer Community
Jump to: navigation, search

hostage_entity is a point entity available in the following Source engine games: <Counter-Strike: Source> Counter-Strike: Source, <Counter-Strike: Global Offensive> Counter-Strike: Global Offensive.

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

Keyvalues

Angles:

Pitch Yaw Roll (Y Z X) <angle>
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.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
Hostage Model (int) <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) <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 <choices>
Hostages sharing same spawn exclusion group will never spawn together.
Value Description
0 n/a
1 Do not spawn together

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles.

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.


RenderFields:

Alpha  <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
Color  <color255>
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.