selfis the handle of a hostage_entity, then the VScript function
self.IsBeingCarried()returns true if this hostage is being carried.
Represents a hostage in Counter-Strike: Source and Counter-Strike: Global Offensive. The objective for Counter-Terrorists in Hostage Rescue scenarios is to bring these to a func_hostage_rescue to win the round. Players get money penalties for hurting or killing hostages.
The CTs win the round if all hostages are rescued.
A hostage NPC will spawn at this point. By
+useing it, a player on the Counter-Terrorists can tell the hostage to follow him or to stop doing so.
There is no limit to the amount of hostages in a map, but maps tend to have only 4.
The CTs win the round if any hostage is rescued.
By default, 2 of these entities (if existent) will be chosen to actually spawn a hostage, respecting exclusion groups, see below. CTs can pick one hostage up by
+useing it for 4 seconds; 1 second if they have a rescue kit, 5 seconds in cooperative game modes.
Hostage carriers move slower and hear the hostage's breathing.
The model for each hostage is randomly chosen.
||0||Shows hostage AI debug information. If non-zero, Terrorists can pick hostages up with no pickup delay. |
Bug: The carried hostage's model and collisions remains and it keeps teleporting inside the terrorist carrier, making him stuck.
||ConCommand||Navigation Meshes: Toggles the hostages cannot use this area flag used by the AI system. Deprecated in .|
||5 10||Terrorists are kicked for killing this many hostages and are warned one kill before.|
"If you kill one more hostage, you will be removed from the server."
The ConVar is inaccessible? Killing hostages requires
||20000||How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). Deprecated in .|
||1000||Maximum of how hard the hostage is pushed away from physics objects. Deprecated in .|
Some ConVars are deprecated since hostages have been updated to no longer run themselves and instead being carried.
cash_ ConVars and 3
contributionscore_ ConVars concerning hostages have been omitted.
||0||If non-zero, all hostages won't play any code driven response rules lines, i.e. speaking and hurt sounds. The breathing while being carried remains in both cases.|
||2||Maximum number of hostages to spawn. The number of hostages cannot exceed the number of hostage entities on the map.|
||1||Additional minutes added to round time if a hostage is reached by a CT for the first time.|
||1||Deprecated: Slow down hostages by setting this to < |
||0||When enabled will consistently force the farthest hostages to spawn. |
||""||Comma separated list of zero based hostage_entity indices to force spawn positions, e.g. |
Tip: Overrides exclusion groups and
||0||Whether or not hostages can be hurt and killed.|
||1||Determines if only CTs can escort hostages or any player.
Note: Terrorists bringing a hostage to a func_hostage_rescue win the round for the CTs.
||0||How many minutes each round of Hostage Rescue takes. If 0 then use |
||200||The maximum velocity that hostage carriers can reach by running.|
- Pitch Yaw Roll (Y Z X)
- 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.
- Entity Scripts
- 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
- 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
- Not used. Hostage models are chosen randomly by the game.
- Hostage Spawn Random Factor
- 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
(HostageSpawnExclusionGroup1)to Hostage Spawn Exclusion Group 30
- Hostages sharing same spawn exclusion group will never spawn together, unless overridden with
Value Description 0 n/a 1 Do not spawn together
- Enables the shadows of this entity.
- Disables the shadows of this entity.
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- 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.
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Makes the entity catch on fire indefinitely.
- Makes the entity catch on fire for a given amount of time.
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in onward.
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in onward.
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
- Sets the entity's lighting origin to use this entity's position.
- Deprecated. Offsets the entity's lighting origin by their distance from an
- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
modelscalekeyvalue can be AddOutputed as a workaround for other games with this input missing.
- 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
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
- Sets an RGB color for the entity.
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- Prevents the entity from being pushed by damage done to it.
- Allows the entity to draw a render target shadow.
- Prevents the entity from drawing a render target shadow.
EF_NODRAWfrom the entity.
- Makes it so that the entity is lit by
- Prevents the entity from being lit by
env_projectedtextures. The shadow made by the texture will still cast.
- Makes the entity be rendered in reflections from water materials using
- Prevents the entity from rendering in fast reflections.
- Fired when this hostage has been picked up for the first time.
- Fired when the carrier of this hostage dies.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- Fired when the entity catches fire, such as from an