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


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).


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.


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.


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


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.



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.

See also