info_enemy_terrorist_spawn

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info_enemy_terrorist_spawn is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity Description

It is used to define the model, weapons, and spawn location of the enemy bots present in the Co-op Strike gamemode. Should be placed at least 80 units away from each other and surrounding walls.

Keyvalues

Spawn Priority (priority) <integer>
Determines which spawn points get used first. Smaller numbers are used before larger numbers.
Enabled by default? (enabled) <boolean>
Whether this spawnpoint starts enabled or not.
Override player model (model_to_use) <model path>
Select a model to override the model used for enemies spawned at this spawn point.
Weapons to spawn with (weapons_to_give) <string>
Weapons and items to give to the bot on spawn. Ex. 'vesthelm, usp, awp, smokegreande, hegrenade'.
Armor (armor_to_give) <choices>
What armor should the bot spawn with.
  • 0: None
  • 1: Vest and Helmet
  • 2: Heavy Armor
Spawn asleep? (start_asleep) <boolean>
Do the bots that spawn here start alseep? If so, they will wait until they see or hear the player to move.
Default Behavior (default_behavior) <choices>
What behavior the bot should have when idle.
  • 0: Defend Camp
  • 1: Hunt
  • 2: Charge Enemy
  • 3: Defend Investigate
Bot Difficulty (bot_difficulty) <integer>
How hard the bot is to fight and what his skill level is. 0-7, 0 is super easy, 7 is super human.
Is aggressive? (is_agressive) <boolean>
Is the bot aggressive for his difficulty level?
Hide Radius (hide_radius) <float>
Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide.
Behavior Tree File (behavior_tree_file) <string>
The behavior tree file to use for this bot (еmpty is classic AI).

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (angles) <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.

Inputs

SetEnabled
Sets this spawn point as enabled.
SetDisabled
Sets this spawn point as disabled.
ToggleEnabled
Toggle the enabled/disabled state of this spawn point.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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> (in all games since Left 4 Dead 2) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.

See also