info_coop_spawn
Todo:The deprecated template
{{Base point}}
, {{Point ent}}
or {{Tf2 point}}
(and similar) was used. Use {{Entity}}
instead.info_coop_spawn
is a point entity available in Portal 2. It defines the player spawn points for coop mode and can be enabled and disabled to control where players spawn for checkpoints or the like.
If multiple spawn points for one player are active at the same time, the player can randomly spawn at any one of them, though this has little use for typical cooperative maps.
Keyvalues
- Initial State <choices>
- Make a spawn start enabled or disabled. Valve uses this for all maps with multiple spawning areas so players don't have to go through puzzles they've already solved after they die.
- 0 : Disabled
- 1 : Enabled
- Team <choices>
- Which bot should be allowed to spawn here.
- 0 : Any
- 1 : Red (P-Body)
- 2 : Blue (Atlas)
- Force gun on spawn <boolean>
- Force the player to start with the portal gun.
Note: Appears non-functional, players spawn with a portal gun by default. See here for how to disable it.
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
Enable
- Enable the spawn point to be used.
SetAsActiveSpawn
- Enable the spawn point to be used, disabling all other spawn points that do not share the same name.
Disable
- Disable the spawn point from being used.
SetTeam
<integer>- Set the team this spawn point is for. 0 and 1 are any team. 2 is red, 3 is blue
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
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:
Syntax:
// 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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- 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) (also in
)
- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.



CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !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.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.