info_player_teamspawn (Team Fortress Classic) Last edited 16 years ago2008-06-11 08:13:48 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Point Entity

The info_player_teamspawn (abbreviation: i_p_t) entity is the TFC equivalent of info_player_deathmatch for HLDM # that is, the location where players will initially spawn after selecting their team and class. In most cases, info_player_teamspawn entities should be placed in a sheltered location # usually a respawn room, but this might vary depending on the type of map being designed.

info_player_teamspawn controls the teams available for players to select when they join the game as well # each team you want to be able to spawn must have at least one info_player_teamspawn entity with its Team value set to that team.<BR>
The bounding box of the info_player_teamspawn is the same size as the bounding box of the player that will spawn there, so make that the info_player_teamspawn doesn't overlap any brushes (or the player will get stuck).

Attributes

[list]
[li]0 = Disabled [li]Affect all not on Team (maxammo_nails) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on all players in teams other than the one selected, ignoring the Activating Player. Options are: [li]If all goals in group # active... (all_active) - When activated, the entity will check to see if all goals in a given group are active. If so, it will activate another goal, which is specified by last_impulse.[/li]
[li]Remove goal # (rv_g) - When the entity is activated, it will remove the goal specified here.[/li]
[li]Restore goal # (rs_g) - When the entity is activated, it will restore the goal specified here.[/li]
[li]Inactivate goals in group # (inactivate_group_no) - When the entity is activated, it will deactivate all the goals in the group specified here.[/li]
[li]Remove goals in group # (rv_gr) - When the entity is activated, it will remove all the goals in the group specified here.[/li]
[li]Restore goals in group # (rs_gr) - When the entity is activated, it will restore all the goals in the group specified here.[/li]
[li]Remove Spawn point # (remove_spawnpoint) - On activation, the entity will remove the info_player_teamspawn entity with the Goal # entered here. While the spawnpoint is removed, no one can spawn there.[/li]
[li]Restore Spawn point # (restore_spawnpoint) - On activation, the entity will restore a removed info_player_teamspawn entity with the Goal # entered here. After being restored, players can once again spawn at the spawnpoint.[/li]
[li]Remove spawn group # (rv_s_h) - On activation, the entity will remove the group of info_player_teamspawn entities with the Goal Group # entered here. While the spawnpoints are removed, players cannot spawn at them.[/li]
[li]Restore spawn group # (rs_s_h) - On activation, the entity will restore the group of removed info_player_teamspawn entities with the Goal Group # entered here. After being restored, players can once again spawn at the spawnpoints.[/li]
[li]Item to give (items) - Note: There are exceptions (check SmartEdit names).

The Item # of an item_tfgoal entity. When the entity is activated, the Activating Player will be given this item. If the item is already being carried by a player, it will be taken from the carrier and given to the Activating Player.[/li]
[li]Remove item from APA (axhitme) - The Item # of an item_tfgoal entity. When the entity is activated, if the Activating Player is carrying the specified item, it will be removed from him. What happens to it then is determined by the Goal Activation property of the item.[/li]
[li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Entity reference name (for logging) (netname)[/li]
[li]Spawn # (goal_no)[/li]
[li]Spawn group # (group_no)[/li]
[li]Initial state (goal_state)[/li]
[li]Team allowed to spawn here (team_no)[/li]
[li]Player class allowed to spawn here (playerclass)[/li]
[li]Stay active(sec), -1 stays (wait)[/li]
[li]Delay before activate(sec) (delay_time)[/li]
[li]Effect radius, 0=infinite (t_length)[/li]
[li]If criteria fails activate Goal# (else_goal)[/li]
[li]...activate goal# (last_impulse)[/li]
[li]Activate goal# (activate_goal_no)[/li]
[li]Inactivate goal# (inactivate_goal_no)[/li]
[li]Activate goals in group# (activate_group_no)[/li]
[li]Return item # (return_item_no)[/li]
[li]Remove items in group # (r_i_g)[/li]
[li]Target entity with this targetname (target)[/li]
[li]Remove entity with this targetname (killtarget)[/li]
[li]Play Sound Path/name.wav (noise)[/li]
[li]Owned by-for msg & item glow (owned_by)[/li]
[li]Owned by teamcheck (owned_by_teamcheck)[/li]
[li]Death type (deathtype)[/li]
[li]Message to all (b_b)[/li]
[li]Message to AP (message)[/li]
[li]Message to AP team (b_t)[/li]
[li]Message to non-AP team (b_n)[/li]
[li]Message to owner team (b_o)[/li]
[li]Message to non-owner team(s) (non_owners_team_broadcast)[/li]
[li]Console msg. to all, %s = AP name (n_b)[/li]
[li]Console msg to AP team (n_t)[/li]
[li]Console msg. to non-AP team (n_n)[/li]
[li]Console msg. to owner team (n_o)[/li]
[li]Speak (global) (speak)[/li]
[li]Speak (AP) (AP_speak)[/li]
[li]Speak (AP team) (team_speak)[/li]
[li]Speak (non-AP team) (non_team_speak)[/li]
[li]Speak (owner team) (owners_team_speak)[/li]
[li]Speak (non-owner teams) (non_owners_team_speak)[/li]
[li]Goal activation (g_a)[/li]
[li]Remove after spawn? (g_e)[/li]
[li]Pass AP to Activated Goals? (goal_result)[/li]
[/list]

Flags

Inputs

Outputs

Notes

1 Comment

Commented 2 years ago2022-07-29 00:30:37 UTC Comment #104694
There are actually more properties available for info_player_teamspawn than are listed here.
If you look at the changelog for the Team Fortress Classic.fgd entity definition file at https://developer.valvesoftware.com/wiki/Team_Fortress_Classic.fgd there's a change which reads
"Removed TFCriteria and TFEffects5 from info_player_teamspawn and moved relevant properties to TFSpawnInfo."
I'm not sure what the owner of that comment considered relevant, but TFEffects5 includes things like...
health (Add/Subtract health)
armorvalue (Armor Value %)
a_s (Add/Subtract shells)
a_n (Add/Subtract nails)
a_r (Add/Subtract rockets)
a_c (Add/Subtract cells)
ammo_detpack (Add/Subtract detpack)
no_grenades_1 (Add/subtract grenades #1)
no_grenades_2 (Add/subtract grenades #2)
and more, but those are the especially relevant ones I saw. These are all available and will work just fine on info_player_teamspawn, but since the TFEffects5 associated was removed in the .fgd they won't show up by default in mapping tools like JACK or TrenchBroom.

You must log in to post a comment. You can login or register a new account.