This article relates to the game "Half-Life 2: Deathmatch". Click here for more information.
This article's documentation is for anything that uses the Source engine. Click here for more information.

info_player_deathmatch

From Valve Developer Community
Jump to: navigation, search

Info.png
This entity is not in the FGD by default , except in Half-Life Deathmatch: SourceHalf-Life 2: DeathmatchBlack MesaPortal 2: Community Edition.
See below for instructions on making it available.

info_player_deathmatch is a point entity available in all Source Source games.

Info player start.png
English (en)
Edit

Entity description

Represents a spawn point of a player during a free-for-all deathmatch game.

Warning.pngWarning:In Half-Life 2: Deathmatch Half-Life 2: Deathmatch point does not disable if a physics prop is blocking it, which can cause a player to get stuck in physics props. Fixed in Black Mesa Black Mesa.
Confirm: Isn't fixed in Portal 2: Community Edition Portal 2: Community Edition ?
Icon-Bug.pngBug:In Black Mesa Black Mesa player can respawn at any moment during a multiplayer game if press Choose team button and use Auto distribution button. With this players get a huge advantage over other players during a multiplayer game, such as avoiding death or spawning at a required point. Can be fixed with plugins only.
Icon-Important.pngImportant:If there are no available spawns, players will spawn at the map center.
Tip.pngTip:If you want to place your spawn point on a displacement surface - place your spawn point in the air as players will automatically teleport to the ground, but won't be able to spawn if it is clipping into the floor
Note.pngNote:In Half-Life 2: Deathmatch Half-Life 2: Deathmatch, if no info_player_rebel or info_player_combine entities are present, the respective teams will spawn from info_player_deathmatch instead. The same is true for Black Mesa Black Mesa if no info_player_scientist or info_player_marine entities are present.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Parentname:
Parent (parentname) <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.

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.


List of items to spawn the player with. (itemstogive) <string> (only in Black Mesa)
Comma-delimited list of items that player will receive if spawning at this point.
Icon-Important.pngImportant:Items must be separated by commas with no spaces. For example, to give a player three batteries, a gluon gun, and a grenade for the MP5, put item_battery,item_battery,item_battery,weapon_gluon,item_grenade_mp5.
Note.pngNote:Players always get item_suit.
Note.pngNote:If nothing is specified here, then players will get item_weapon_crowbar, item_weapon_glock with full ammo and 3 item_weapon_frag.
Icon-Bug.pngBug:Players with no weapons will T-pose, even though _noweapon animations exist.
Confirm:Can be fixed with plugins ?
Icon-Bug.pngBug:Players using weapon_headcrab will T-pose.
Confirm:Can be fixed with plugins ?
Icon-Bug.pngBug:Items can be picked up not only by player that appears at spawn point.[Clarify]
Confirm:Can be fixed with plugins ?

Inputs

Enable <void> (only in Black Mesa)
Enable this spawnpoint
Note.pngNote:Also fires when a player or any other object stops blocking a given point.
Disable <void> (only in Black Mesa)
Disable this spawnpoint
Note.pngNote:Also fires when a player or any other object starts blocking a given point.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
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:
// 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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving 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.

Parentname:
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

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  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.

See also