CPointEntity
(Redirected from Logic proximity)
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Code classes:
CPointEntity
CBaseEntity
(all ents)
CPointEntity
is a code class in all Source games.
Classnames:
info_landmark
- Used bytrigger_transition
andinfo_changelevel
to 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_landmark
entities.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 withmap_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_proximity
trigger_proximity
.
Flags (for info_player_start
)[edit | edit source]
- 1: Master - If the map has multiple
info_player_start
s, 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_02
has 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...