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

<Team Fortress 2> info_player_teamspawn is a point entity available in Team Fortress 2.

Entity description

This entity marks the spawn point for Team Fortress 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.png Note: Make sure to raise the info_player_teamspawn entities atleast 8-16 Hammer Units off the ground to ensure they function as they should.



Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <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 (thinkfunction) <string> (in all games since <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.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


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) <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.


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).


Team (TeamNum) <choices>
  • 0: Any
  • 2: Red
  • 3: Blue
Warning.png Warning: 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 <choices>
Determines whether this location is used for the match summary.
  • 0 : Not Valid
  • 1 : Loser
  • 2 : Winner
Associated Control Point <string>
The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state.
Spawn Mod <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 <string>
Blue spawn point when the associated round is being played.
Red spawn for round <string>
Red spawn point when the associated round is being played.


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



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


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <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> (in all games since <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.png 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.png 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> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving 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.


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.


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



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><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.


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.