trigger_survival_playarea

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Example of how this trigger should be placed in level.
Creating a Danger Zone Map

trigger_survival_playarea is a brush entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. It's one of many new entities added with the CS:GO Danger Zone Danger Zone update.

Entity Description

A trigger volume that defines the bounds of the survival play area. This brush is used for chopper deployment location and other entities like drones use this for spawning at edges of this brush. This brush should be around 1500 units above ground. How far above the ground the brush is doesn't affect deployment height, this seems to be controlled by the game mode itself, it will change your deployment height depending how far down the ground is.

This entity doesn't require any special properties or I/O. Just placing it in the world is enough.

Recommended brush size is 16384x16384. If you want smaller play area you can just use the spawn mask to control the deployment area.

Warning.pngWarning:This brush needs to be at least 13440x13440 units big, if not the game will crash upon deploying.
Note.pngNote:The size of this brush changes the hexagons on tablet map and how the Dead Zones work, brushes that are not 16384x16384 will suffer from stuff not lining up.
Note.pngNote:Brush of size 16384x16384 uses sv_dz_zone_hex_radius 2200.

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Parentname:
Parent (parentname) <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.

Origin:
Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Filter Name <filter>
Filter to use to see if activator triggers me. See filter_activator_name for more explanation..