hostage_entity
(Redirected from Mp hostages spawn force positions xyz)
		
		
		
		Jump to navigation
		Jump to search
		
 
|  Class hierarchy | 
|---|
| CHostage | 
|  hostage/cs_simple_hostage.cpp | 
hostage_entity  is a   model entity  available in  Counter-Strike: Source and
 Counter-Strike: Source and  Counter-Strike: Global Offensive. A hostage that must be brought to a func_hostage_rescue.
 Counter-Strike: Global Offensive. A hostage that must be brought to a func_hostage_rescue.
 AltNames: In
AltNames: In  , this entity is also tied to
, this entity is also tied to 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
|   A hostage_entity in Hammer. |   A GIF with the four default hostage models in CS:GO. Their bbox is 16x16x64. | 
| 
 | 
 
  Tip:In VScript, if hostageis the handle of a hostage_entity, then the VScript functionhostage.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 hostages away from things that they could get stuck in when spawning.
Placement Tip:Keep hostages away from things that they could get stuck in when spawning.Todo: Replace Hostage_entity_hammer.png with a similar GIF to the CSGO one, but with the CSS hostages. Downscale both GIFs (use grey or black instead of transparency) so that MediaWiki doesn't have to downscale it, since MediaWiki removes the animation when trying to downscale it.
Keyvalues
 Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering. Note that the following keyvalues are unavailable due to being overridden by game code:
model, solid, sequence
It may still be possible to use their associated inputs or AddOutput them.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Hostage Model (HostageType) <integer> 
- Deprecated.
 Not used; hostage models are cycled through each time a hostage spawns.
 In , which models are used can be overridden per-map in , which models are used can be overridden per-map in <mapname>.kv, using thehostage_modelsblock.
 In , as of the 64-bit update, the , as of the 64-bit update, theSetModelinput can be fired shortly after map spawn and new rounds to change to a specific model. It may be desirable to assign a prop_dynamic_override to the custom hostage model to prevent hitches caused by loading a non-precached model.
- 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) <boolean> (only in  ) )
- Hostages sharing any exclusion group will never spawn together, unless overridden with mp_hostages_spawn_force_positionsormp_hostages_spawn_force_positions_xyz.
- 0 - n/a - 1 - Do not spawn together 
 Note:This is treated as an 8-bit set of bitflags by game code. Note:This is treated as an 8-bit set of bitflags by game code.
Inputs
- OnRescueZoneTouch
- Rescues the hostage, making him fade out. This can win the round for CTs. Risk of Confusion:This is an input, despite starting with "On" (which is usually used for outputs). Risk of Confusion:This is an input, despite starting with "On" (which is usually used for outputs).
Outputs
- OnHostageBeginGrab   (only in  ) )
- !activator = this entity
 !caller = Player who begins grabbing hostage
 Fired when a player starts+useing this hostage successfully.
- OnFirstPickedUp   (only in  ) )
- !activator = this entity
 !caller = Player who picks up hostage
 Fired when this hostage has been picked up for the first time.
- OnDroppedNotRescued   (only in  ) )
- !activator = this entity
 !caller = Player who was carrying hostage
 Fired when the carrier of this hostage dies.
- OnRescued   (only in  ) )
- !activator = this entity
 !caller = Player who was carrying hostage
 Fired when a player carrying this hostage touches a func_hostage_rescue.
Related console variables and commands
Some cvars are deprecated in  , since hostages have been updated to no longer run themselves.
, 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 | command | 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 withmp_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 OnRescueZoneTouchto the player after avoiding a CT win, e.g. by winning the round for Ts with game_round_end or by ignoring win conditions withmp_ignore_round_win_conditions 1. | 
| mp_roundtime_hostage | 0 | How many minutes each round of Hostage Rescue takes. If 0 then use mp_roundtimeinstead. | 
| sv_cs_player_speed_has_hostage | 200 | The maximum velocity that hostage carriers can reach by running. | 
 Note:The 8
Note:The 8 cash_ ConVars and 3 contributionscore_ ConVars concerning hostages have been omitted.
























