CPointEntity
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Flags (for
Code classes:
CPointEntityCBaseEntity(all ents)
CPointEntity is a code class in all Source games.
Classnames:
info_landmark- Used bytrigger_transitionandinfo_changelevelto figure out where one map is relative to another, so that it can correctly transfer objects between maps. There should be a corresponding landmark entity in the next map positioned in the same "in-world" space. Entities will be transitioned to the next level relative to theinfo_landmarkentities.info_player_logo(only available in


) - Intended to provide the view for background maps, like those in Half-Life 2. Players will see the map from this point when the map is loaded with map_background. Only works in
. Background maps are broken in 
, and
won't acknowledge the entity at all (but it does load correctly, so L4D could probably use a setup similar to HL2's background maps).info_player_start- Used in





to define where a player spawns in the map. One is needed for each player in
. See Category:Player spawn entities for other spawnpoint entities.info_teleport_destination- Deprecated. Used to be needed fortrigger_teleport's destination. Useinfo_target. (Some people do prefer this entity though, just for the fact it has a model for reference purposes.)(Not in FGD) - An entity which was never actually created. Presumably, a point version oflogic_proximitytrigger_proximity.
Flags (for info_player_start)[edit | edit source]
- 1: Master - If the map has multiple
info_player_starts, the player will always spawn at this one. Valve used this throughout Half-Life 2 in order to avoid wasting time playing through an already-finished part of a map. (For example,d1_trainstation_02has another spawnpoint right after the "pick up that can" cop.) Does not work in
.Tested in: 
To do: This flag obviously works, but its location in code hasn't been found...