Point script template: Difference between revisions
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{{Ent not in fgd|nolink=1}} | {{Ent not in fgd|nolink=1|because=[[point_template]] already is an accessible option}} | ||
{{ | {{CD|CPointScriptTemplate|file1=1}} | ||
{{this is a|point entity|name=point_script_template|game=Left 4 Dead 2}} It is also available in {{tf2branch|4}}. | |||
It is a version of [[point_template]] readjusted to work for spawning-on-runtime, such as VScripts. | |||
The<code>point_template</code>entity relies on compiled data from the map file to function properly, so trying to spawn entities with a<code>point_template</code>made by scripts will return it having no templates and fail, even though it still can delete its own template entities. | |||
This entity is similar to to<code>point_template</code>, however it does NOT have precaching or name fixups. The number of templates is unlimited unlike <code>point_template</code>, although they can only be added by the <code>AddTemplate</code> function. | |||
See the [[Team_Fortress_2/Scripting/Script_Functions#CPointScriptTemplate|VScript documentation]] for details on usage. | |||
When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]],<code>point_template</code> entities are converted to<code>point_script_template</code>. | |||
{{OtherKIO|point_template|All}} | |||
{{ | |||
== | == Vscript functions == | ||
{ | {| class=standard-table style="width: 100%;" | ||
! Function | |||
! Signature | |||
! Description | |||
|- | |||
|<code>AddTemplate</code> | |||
|<code>void AddTemplate(string ''classname'', handle ''keyvalues'')</code> | |||
|Add an entity to the template spawner with the specified classnames (similar to <code>SpawnEntityFromTable</code>} | |||
|- | |||
|<code>SetGroupSpawnTables</code> | |||
|<code>void SetGroupSpawnTables(handle, handle)</code> | |||
|Cache the group spawn tables. | |||
|} | |||
== | == See also == | ||
* [[point_template]] - Non-script version of this entity | |||
* [[Left 4 Dead 2/Script Functions#CPointScriptTemplate|CPointScriptTemplate VScript Functions]] | |||
* [[Left 4 Dead 2/Script Functions#CPointTemplate|CPointTemplate VScript Functions]] | |||
<!-- for cats not added by {{this is a}} template --> | |||
{{ | [[Category:Team Fortress 2 entities]] | ||
[[Category:Team Fortress 2 point entities]] | |||
Latest revision as of 01:06, 24 April 2025

It should not be put directly in a map because point_template already is an accessible option.
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CPointScriptTemplate |
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point_script_template
is a point entity available in Left 4 Dead 2. It is also available in
Team Fortress 2 branch.
It is a version of point_template readjusted to work for spawning-on-runtime, such as VScripts.
Thepoint_template
entity relies on compiled data from the map file to function properly, so trying to spawn entities with apoint_template
made by scripts will return it having no templates and fail, even though it still can delete its own template entities.
This entity is similar to topoint_template
, however it does NOT have precaching or name fixups. The number of templates is unlimited unlike point_template
, although they can only be added by the AddTemplate
function.
See the VScript documentation for details on usage.
When compiling Entity Groups,point_template
entities are converted topoint_script_template
.

Keyvalues / Inputs / Outputs
are same as point_template.Vscript functions
Function | Signature | Description |
---|---|---|
AddTemplate
|
void AddTemplate(string classname, handle keyvalues)
|
Add an entity to the template spawner with the specified classnames (similar to SpawnEntityFromTable }
|
SetGroupSpawnTables
|
void SetGroupSpawnTables(handle, handle)
|
Cache the group spawn tables. |
See also
- point_template - Non-script version of this entity
- CPointScriptTemplate VScript Functions
- CPointTemplate VScript Functions