hostage_entity
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hostage_entity
is a point entity available in Counter-Strike: Source and Counter-Strike: Global Offensive.
Note: Identical to
In VScript, when trying to find hostages using
info_hostage_spawn
.In VScript, when trying to find hostages using
Entities.FindByClassname(handle, classname)
, remember to look for both classnames. No matter how it was obtained, any hostage's GetClassname()
function will return "hostage_entity"
.Entity description
This is a spawn point for a hostage NPC. |
This is a potential spawn point for a liftable hostage.
Tip:In VScript, if
hostage is the handle of a hostage_entity, then the VScript function hostage.IsBeingCarried() returns true if this hostage is being carried. |
- For the round ending logic, see Creating a Classic Counter-Strike Map#Game Mode Description.
- Players earn money by interacting with a hostage or rescuing it and get money penalties for hurting or killing hostages.
- Hostages are solid to player clip and they are not solid to NPC clip!
- The model for each hostage is randomly chosen.
Placement Tip:Keep this entity away from things that it could get stuck in when spawning.
Related ConVars
Some ConVars are deprecated in since hostages have been updated to no longer run themselves.
ConVar | Default Value | Description |
---|---|---|
hostage_debug
|
0 | Shows hostage AI debug information. If non-zero, Terrorists can pick hostages up with no pickup delay. Bug:The carried hostage's model and collisions remains and it keeps teleporting inside the Terrorist carrier, making them stuck. [todo tested in?] |
nav_no_hostages
|
ConCommand | Navigation Meshes: Toggles the hostages cannot use this area flag used by the AI system. Deprecated in . |
mp_hostagepenalty
|
5 10 | Terrorists are kicked for killing this many hostages and are warned if they need only one more kill: "If you kill one more hostage, you will be removed from the server." The ConVar is inaccessible? Killing hostages requires mp_hostage_takedamage 1 .
|
sv_pushaway_hostage_force
|
20000 | How hard the hostage is pushed away from physics objects (falls off with inverse square of distance). Deprecated in . |
sv_pushaway_max_hostage_force
|
1000 | Maximum of how hard the hostage is pushed away from physics objects. Deprecated in . |
ConVar | Default Value |
Description |
---|---|---|
cs_hostage_near_rescue_music_distance
|
2000 | Non-functional? |
hostage_is_silent
|
0 | If non-zero, hostages won't play any code driven response rules lines, i.e. speaking and hurt sounds. The breathing while being carried remains in both cases. |
mp_hostages_max
|
2 | Maximum number of hostages to spawn. The number of hostages cannot exceed the number of hostage entities on the map. |
mp_hostages_rescuetime
|
1 | Additional minutes added to round time if a hostage is reached by a CT for the first time. |
mp_hostages_run_speed_modifier
|
1 | Deprecated:Slow down hostages by setting this to <
1.0 . |
mp_hostages_spawn_farthest
|
0 | When enabled will consistently force the farthest hostages to spawn. Bug:Inconsistent? [todo tested in?] |
mp_hostages_spawn_force_positions
|
"" | Comma separated list of zero based hostage_entity indices to force spawn positions, e.g. "0,2" or "1,6" . Invalid indices are ignored. Tip:Overrides exclusion groups and
mp_hostages_spawn_same_every_round . |
mp_hostages_spawn_force_positions_xyz
|
"" | Comma separated list of xyz locations to force spawn positions, e.g. "x1 y1 z1,x2 y2 z2" .
|
mp_hostages_spawn_same_every_round
|
1 |
|
mp_hostages_takedamage
|
0 | Whether or not hostages can be hurt and killed.
Warning:Killing a hostage that a bot is about to pick up will crash the game! Killing a hostage while a player is freeing it makes them stuck, as if they kept +useing the hostage. Terrorists killing 10 hostages are kicked, even with mp_autokick 0. Overall, there is certain undefined behavior going on.
|
mp_only_cts_rescue_hostages
|
1 | Determines if only CTs can escort hostages or any player.
Note:Terrorists bringing a hostage to a func_hostage_rescue win the round for the CTs. To simulate a Terrorist rescuing a hostage, fire
OnRescueZoneTouch to the player after avoiding a CT win, e.g. by winning the round for Ts with game_round_end or by ignoring win conditions with mp_ignore_round_win_conditions 1. |
mp_roundtime_hostage
|
0 | How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtime instead. |
sv_cs_player_speed_has_hostage
|
200 | The maximum velocity that hostage carriers can reach by running. |
Note:The 8
cash_
ConVars and 3 contributionscore_
ConVars concerning hostages have been omitted.KeyValues
Hostage Model (HostageType) <integer>- Deprecated.
Not used; hostage models are chosen randomly by the game. Leftover from and , where custom models could be used. - Hostage Spawn Random Factor (HostageSpawnRandomFactor) <integer> (only in )
- Allows to increase probability of this hostage being picked during random spawn selection process, essentially considering this spawn point specified number of times.
- Hostage Spawn Exclusion Group 1 (HostageSpawnExclusionGroup1) to Hostage Spawn Exclusion Group 30 (HostageSpawnExclusionGroup30) <choices> (only in )
- Hostages sharing any exclusion group will never spawn together, unless overridden with
mp_hostages_spawn_force_positions
ormp_hostages_spawn_force_positions_xyz
.
0 n/a 1 Do not spawn together
Inputs
- OnRescueZoneTouch
- Rescues the hostage, making it fade out. This can win the round for CTs.
Outputs
- OnRescued (only in )
- Fired when a player carrying this hostage touches a func_hostage_rescue.