Grimwar/Entities/info player spawn
Choose where a team player spawns and faces.
Placement: Point.
Set it up
Set Team explicitly and rotate the marker to face away from walls. The default team is Union. Leave room above the floor for the player. Start Disabled keeps the spawn out of selection until enabled. Provide usable spawns for both teams before testing team modes.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
teamTeam |
Union (3) |
Team assigned to this spawn point. Choices: None (0), Spectate (1), Order (2), Union (3).
|
start_disabledStart Disabled |
false |
If true, this spawn point starts disabled until enabled by input. |
ignore_nav_meshIgnore Nav Mesh |
false |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | disable |
none |
Server |
| Input | enable |
none |
Server |
| Input | kill |
none |
Server |
| Input | toggle |
none |
Server |
| Output | disabled |
none |
Server |
| Output | enabled |
none |
Server |
| Output | killed |
none |
Server |
| Output | spawn |
string |
Server |
| Property | is_enabled |
bool |
Server; read/write |
| Property | team |
Team |
Server; read/write |
| State | state |
SpawnEntityState |
Server; read/write |
Capture ref.state from one matching entity and use ref.restore(saved_state) to restore a compatible snapshot.
This entity supports operational enable/disable. Repeating the current state does not emit another transition. kill is permanent for this map load.