info_enemy_terrorist_spawn
- Counter-Strike 2
Point Entity
This entity marks the start point for enemy terrorists in a coop game. Should be placed at least 80 units away from each other and surrounding walls.
Keyvalues
-
Pitch Yaw Roll (Y Z X) (
angles
) <Angle
>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawn Priority (int) (
priority
) <Integer
>
Determines which spawn points get used first. Smaller numbers are used before larger numbers. -
Enabled by default? (
enabled
) <Boolean
> -
Override player model (
model_to_use
) <Studio
>
Select a model to override the model used for enemies spawned at this spawn point. -
Weapons to spawn with (
weapons_to_give
) <String
>
Weapons and items to give to the bot on spawn. Ex. 'vesthelm, usp, awp, smokegreande, hegrenade' -
Armor (
armor_to_give
) <Choices
>
What armor should the bot spawn with.- None
- Vest and Helmet
- Heavy Armor
-
Spawn alseep? (
start_asleep
) <Boolean
>
Do the bots that spawn here start alseep? If so, they will wait until they see or hear the player to move. -
Default Behavior (
default_behavior
) <Choices
>
What behavior the bot should have when idle.- Defend Camp
- Hunt
- Charge Enemy
- Defend Investigate
-
Bot Difficulty (int) (
bot_difficulty
) <Integer
>
How hard the bot is to fight and what his skill level is. [0-7] (0 = super easy, 7 = super human). -
Is agressive? (
is_agressive
) <Boolean
>
Is the bot agreesive for his difficulty level? -
Hide Radius (
hide_radius
) <Float
>
Range around the spawn spot the bot will try to hide. Set to 0 to hold position and never try to hide. -
PatrolArea[1] (
PatrolArea01
) <TargetDestination
> -
PatrolArea[2] (
PatrolArea02
) <TargetDestination
> -
PatrolArea[3] (
PatrolArea03
) <TargetDestination
> -
PatrolArea[4] (
PatrolArea04
) <TargetDestination
> -
PatrolArea[5] (
PatrolArea05
) <TargetDestination
> -
PatrolArea[6] (
PatrolArea06
) <TargetDestination
> -
PatrolArea[7] (
PatrolArea07
) <TargetDestination
> -
PatrolArea[8] (
PatrolArea08
) <TargetDestination
> -
PatrolArea[9] (
PatrolArea09
) <TargetDestination
> -
PatrolArea[10] (
PatrolArea10
) <TargetDestination
> -
PatrolArea[11] (
PatrolArea11
) <TargetDestination
> -
PatrolArea[12] (
PatrolArea12
) <TargetDestination
> -
PatrolArea[13] (
PatrolArea13
) <TargetDestination
> -
PatrolArea[14] (
PatrolArea14
) <TargetDestination
> -
PatrolArea[15] (
PatrolArea15
) <TargetDestination
> -
PatrolArea[16] (
PatrolArea16
) <TargetDestination
>
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
SetEnabled <
Void
>
Sets this spawn point as enabled. -
SetDisabled <
Void
>
Sets this spawn point as disabled. -
ToggleEnabled <
Void
>
Toggle the enabled/disabled state of this spawn point.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor.