info_observer_point

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

Entity Description

Marks a camera location for Team Fortress 2 players. Any spectating players (due to selecting the Spectator team or being unable to respawn at the time) have the ability to select this camera location to observe.

Note:Certain game entities, such as the func_tracktrain used for payloads, will also count as observer cameras.
Bug: Failure to include spectator cameras will lead to dedicated servers crashing if all players on a team die at the same time.
Bug: Spectator cameras with a roll will taint the view of other spectatable objects (like players) that doesn't set the roll.

Keyvalues

Associated Team Entity <targetname>
An entity associated with this point that can be owned by a team (such as a flag or control point). Players will only be able to use this observer point if their team owns the associated team entity.
Welcome Point <boolean>
Set whether this camera is among the ones players may see when they first join the server. If no cameras have this set to "No", the game will pick from all cameras that are not team-bound.
FOV <integer>
Specifies the field-of-view angle. Larger numbers allow the camera to see more of the playing field. Default is 70.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <string> (New with 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:Try to avoid expensive operations in this function, as it may cause performance problems.

TFTeam:

Team (TeamNum) <choices>
Team
  • 0: Any
  • 2: Red
  • 3: Blue
Note: Use this for cameras located inside team bases (particularly respawn areas and flag rooms) so that players cannot use them to spy on their opponents.

Angles:

Pitch Yaw Roll (Y Z X) <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.

EnableDisable:

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

Parentname:

Parent <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.

Inputs

Targetname:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with 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> (New with 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:  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: 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.

TFTeam:

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

EnableDisable:

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

Toggle:

Toggle
Toggle the enabled/disabled status of this entity.

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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.