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Revision as of 03:02, 15 February 2025 by FREDZ (talk | contribs) (Created page with "===Info entities=== ====info_notnull==== <br /><b>Map Entity Color:</b> (0 0.5 0) (<span style='color:#008000'>COLOR PREVIEW</span>) <br /><b>Dimensions:</b> (-4 -4 -4) (4 4 4) <br />Usually a reference point for spotlights.<br /> <div id='bold'>Keys</div><table> <tr id="odd|<td width="128px|targetname</td><td>This point's ID</td></tr> </table> ====info_null==== <br /><b>Map Entity Color:</b> (0 0.5 0) (<span style='color:#008000'>COLOR PRE...")
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Info entities

info_notnull


Map Entity Color: (0 0.5 0) (COLOR PREVIEW)
Dimensions: (-4 -4 -4) (4 4 4)
Usually a reference point for spotlights.

Keys
<tr id="odd|<td width="128px|targetname
This point's ID

info_null


Map Entity Color: (0 0.5 0) (COLOR PREVIEW)
Dimensions: (-4 -4 -4) (4 4 4)
Usually a reference point for spotlights, the entity is ignored on game initialization.

Keys
<tr id="odd|<td width="128px|targetname
This point's ID

info_player_coop


Map Entity Color: (1 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 48)
Spawning point for AI gang members in a single-player game. Every single-player map should contain two of these near to the client's start point.

Keys
Yaw view direction, 0 to 360
targetnameThis start point's ID

info_player_deathmatch


Map Entity Color: (1 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 48)
Spawning point for players in deathmatch games.

Keys
Yaw view direction, 0 to 360
styleTeam number for Teamplay (1 or 2)

info_player_intermission


Map Entity Color: (1 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 32)
Potential intermission viewpoint for deathmatch games.

Keys
s
Pitch, yaw and roll view direction.
angleYaw view direction, 0 to 360

info_player_start


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 48)
Normal spawning point for a single-player level. Deathmatch maps should contain at least one for testing purpose.

Keys
Yaw view direction, 0 to 360
targetnameThis start point's ID