info_player_teamspawn

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A player spawn point, it uses the same model from Half Life 2.

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

Entity description

This entity marks the spawn point for Team Fortress players.

A standard map should have at least 16 spawnpoints per respawn room, to account for a normal maximum team size on a server with the maximum player count raised to the maximum allowed value.

Note:Make sure to raise the info_player_teamspawn entities atleast 8-16 Hammer Units off the ground to ensure they function as they should.

Keyvalues

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.

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.

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 <bool>
Stay dormant until activated (probably with the Enable input).

TFTeam:

Team <choices>
Team
  • 0 : Any
  • 2 : Red
  • 3 : Blue
Warning:If you have ANY team_control_point_round entities in your map, you MUST also set the '<team> spawn for round' settings below. If this is not done both teams will spawn at all spawn points.
Match Summary <choices>
Determines whether this location is used for the match summary.
  • 0 : Not Valid
  • 1 : Loser
  • 2 : Winner
Associated Control Point <string>
The team_control_point associated with this spawn. Ownership of control points will control this spawn point's enabled state.
Spawn Mod <choices>
How the game decides when a player can spawn here. Triggered mode will only allow players sent via a trigger_player_respawn_override (in which case this spawn must be named, and match the trigger).
  • 0 : Normal
  • 1 : Triggered
Blue spawn for round <string>
Blue spawn point when the associated round is being played.
Red spawn for round <string>
Red spawn point when the associated round is being played.

Flags

  • 1 : Scout
  • 2 : Sniper
  • 4 : Soldier
  • 8 : Demoman
  • 16 : Medic
  • 32 : Heavyweapons
  • 64 : Pyro
  • 128 : Spy
  • 256 : Engineer

Inputs

TFTeam:

SetTeam  <integer>
Changes the entity's team.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
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.

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.

EnableDisable:

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

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.

Notes

The entity must be at least 1 unit above any surface.

Must have a at least 32 units of space around it on all sides from other teamspawns entities or it will not work properly.

The entity basically searches for anything below its point origin and spawns players there. When flush with a surface, It looks for a valid spawnpoint under that brush. When it doesn't find one near it, it invalidates that spawnpoint.