Info player deathmatch/en
Entity description
Represents a spawn point of a player during a free-for-all deathmatch game.
Warning:In 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.
Confirm: Isn't fixed in Portal 2: Community Edition ?
Bug:In 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.Important:If there are no available spawns, players will spawn at the map center.
Tip: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:In 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 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 ) - Comma-delimited list of items that player will receive if spawning at this point.
- Important: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:Players always get item_suit.
- Note:If nothing is specified here, then players will get item_weapon_crowbar, item_weapon_glock with full ammo and 3 item_weapon_frag.
- Bug:Players with no weapons will T-pose, even though
_noweapon
animations exist.Confirm:Can be fixed with plugins ? - Bug:Players using weapon_headcrab will T-pose.Confirm:Can be fixed with plugins ?
- Bug:Items can be picked up not only by player that appears at spawn point.[Clarify]Confirm:Can be fixed with plugins ?
Inputs
Note:Also fires when a player or any other object stops blocking a given point.
Note: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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
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
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.