info_player_(counter)terrorist
This page documents information about a game or software, Counter-Strike: Global Offensive, that is no longer available for purchase or download digitally.
It is covered here for historical and technical reference.
It is covered here for historical and technical reference.
info_player_terrorist and info_player_counterterrorist are point entities available in the following Source engine games: Counter-Strike: Source, Counter-Strike: Global Offensive and Counter-Strike 2.
These entities are spawn points for either Terrorists or Counter-Terrorists.
At least one of each should be placed for each team member. This may result in the Both Teams are Full error.
Placement Tip:like every player spawn entity, its origin should be placed...
- at least 16 units above the ground,
- more than 32 units away from each other,
- more than 16 units away from surrounding walls and
- not intersecting with any solid geometry,
otherwise the spawn point can become invalid, effectively behaving as if it didn't exist.
Standard maps use between 16 and 32 spawn points.[Why?]
Warning: The number of these entities limits the number of players on the corresponding team! If there are 5 info_player_terrorists, there cannot be more than 5 players on the Terrorist's team! This is a possible cause for Team is full! errors.
Warning: These entites spawn players, which have a width of 32 units in and . However, Hammer displays the bounding box of a player model, whose width is less than 32 units! See also: Dimensions.
Tip: Invalid spawn points are reported in the console when the map is loaded, for example:
Invalid terrorist spawnpoint at (<x>,<y>,<z>)
. These lines can easily be found in the console using con_filter_enable 2
and con_filter_text spawnpoint
.Tip: If only some of the spawn points shall be used for say 5v5, increase the
Spawn Priority (int)
keyvalue for all other spawn points. The former are used first, latter are only used if needed.Important:This is a preserved entity in .
- On a new round entities with this classname will intentionally not reset. You can use
logic_auto
to emulate resetting it. - Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a
point_template
. - Parenting this with non preserved entities may have undesirable effects.
Contents
Porting between Half-Life 2 and Half-Life 2: Deathmatch
Unlike Half-Life 2 and Half-Life 2: Deathmatch spawn point entities, Counter-Strike: Source spawn point entities will intersect the ground if not placed a couple of units above it.
Games
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Spawn priority
(priority)
<integer> (only in ) - Determines which spawn points get used first. Smaller numbers are used before larger numbers.
- Enabled by default?
(enabled)
<boolean> (only in ) - Should this spawn be enabled by default?