info_player_terrorist

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Counter-Strike: Global Offensive Counter-Terrorist model with the bounding box of a player.

info_player_terrorist and info_player_counterterrorist are point entities available in Counter-Strike: Source Counter-Strike: Source, Counter-Strike: Global Offensive Counter-Strike: Global Offensive, and Counter-Strike 2 Counter-Strike 2.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceLeft 4 DeadCounter-Strike: Global Offensive.
  • 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.

Usage

These entities are spawn points for either Terrorists or Counter-Terrorists.

Number of entities

At least one of each should be placed for each team member. Standard maps use between 16 and 32 spawn points.

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.

Tip.pngTip: Counter-Strike: Global Offensive 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.

Map placement

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. 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. Unlike Half-Life 2 Half-Life 2 and Half-Life 2: Deathmatch 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.

Icon-Important.pngImportant: These entites "spawn" players, which have a width of 32 units. However, Hammer displays the bounding box of a player model, whose width is less than 32 units. Don't let this fool you. See also: Dimensions.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 Counter-Strike: Global Offensive)
Determines which spawn points get used first. Smaller numbers are used before larger numbers.
Enabled by default? (enabled) <boolean> (only in Counter-Strike: Global Offensive)
Should this spawn be enabled by default?

Inputs

SetEnabled  (only in Counter-Strike: Global Offensive)
Sets this spawn point as enabled.
SetDisabled  (only in Counter-Strike: Global Offensive)
Sets this spawn point as disabled.
ToggleEnabled  (only in Counter-Strike: Global Offensive)
Toggle the enabled/disabled state of this spawn point.

Gallery

See also