trigger_player_respawn_override
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trigger_player_respawn_override
is a brush entity available in Team Fortress 2.
Entity description
trigger_player_respawn_override is a trigger that overrides the default map-wide respawn wave time of any player that dies within it's volume. They will respawn with the timer set within the trigger's keyvalues rather than any other times set.
Keyvalues
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RespawnTime:
Flags
Everything (not including physics debris) : [64] Clients (Survivors, Special Infected, Tanks ) : [1]
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Inputs
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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.
- ClearParent
- Clears the parent attachment.
- SetParent
- Set the entity's parent.
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.
Toggle:
- Toggle
- Toggle the enabled/disabled status of this entity.
Respawn:
- SetRespawnTime <float>
- The number of seconds before players that die inside the volume of this trigger can respawn.
- SetRespawnName <entity>
- Set the entity to respawn the player at
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnUser1 to OnUser4
- These Outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
- OnStartTouch
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire.
- OnStartTouchAll
- Fired when an entity starts touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.
- OnEndTouch
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire.
- OnEndTouchAll
- Fires when an entity stops touching this trigger, and no other entities are touching it. Only entities that passed this trigger's filters are considered.