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info_enemy_terrorist_spawn

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.