hostage_entity
(Redirected from Mp hostages spawn force positions xyz)
Jump to navigation
Jump to search


hostage_entity
is a point entity available in Counter-Strike: Source and
Counter-Strike: Global Offensive.
![]() A hostage_entity in Hammer. |
![]() A GIF with the four hostage models in CS:GO. Their bbox is 16x16x64. |


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
|
![]() 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.

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. ![]() ![]() |
nav_no_hostages
|
ConCommand | Navigation Meshes: Toggles the hostages cannot use this area flag used by the AI system. Deprecated in ![]() |
mp_hostagepenalty
|
![]() ![]() |
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."![]() 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 | ![]() 1.0 . |
mp_hostages_spawn_farthest
|
0 | When enabled will consistently force the farthest hostages to spawn. ![]() |
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. ![]() 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.
![]() |
mp_only_cts_rescue_hostages
|
1 | Determines if only CTs can escort hostages or any player.
![]() 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. |

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 fromand
, 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.