Point script template: Difference between revisions

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m (changed up the description and the not in fgd template. Also removed fgd todo note, since it seemed unneeded)
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{{Ent not in fgd|nolink=1|because=[[point_template]] already is an accessible option}}
{{Ent not in fgd|nolink=1|because=[[point_template]] already is an accessible option}}


{{l4d2 point|point_script_template}} It is [[point_template]], but with internal elements of it readjusted for vscripts. Specifically,<code>point_template</code>relies on compiled data from the map file to function properly, as trying to spawn entities with<code>point_template</code>created by scripts will return that it has no templates, even though it still can delete its own template entities.
{{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.


Otherwise, this entity can be taken the same as working on a<code>point_template</code>entity, so things like name fixup behaviour quirks may still need to be taken into account.
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>.  
When [[L4D2_EMS/ConfigureHammerForEntityGroupCompilation|compiling Entity Groups]],<code>point_template</code> entities are converted to<code>point_script_template</code>.  


== Keyvalues ==
{{OtherKIO|point_template|All}}
{{KV PointTemplate}}


== Flags ==
== Vscript functions ==
{{Fl PointTemplate}}
{| 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.
|}


== Inputs ==
== See also ==
{{I PointTemplate}}
* [[point_template]] - Non-script version of this entity
 
* [[Left 4 Dead 2/Script Functions#CPointScriptTemplate|CPointScriptTemplate VScript Functions]]
== Outputs ==
* [[Left 4 Dead 2/Script Functions#CPointTemplate|CPointTemplate VScript Functions]]
{{O PointTemplate}}


== See also ==
<!-- for cats not added by {{this is a}} template -->
* [[point_template]] - Non script version of this entity
[[Category:Team Fortress 2 entities]]
* [[List_of_L4D2_Script_Functions#CPointScriptTemplate|CPointScriptTemplate VScript Functions]]
[[Category:Team Fortress 2 point entities]]
* [[List_of_L4D2_Script_Functions#CPointTemplate|CPointTemplate VScript Functions]]

Latest revision as of 01:06, 24 April 2025

Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because point_template already is an accessible option.
C++ Class hierarchy
CPointScriptTemplate
CPointTemplate
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ point_template.cpp

point_script_template is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It is also available in Team Fortress 2 branch Team Fortress 2 branch. It is a version of point_template readjusted to work for spawning-on-runtime, such as VScripts.

Thepoint_templateentity relies on compiled data from the map file to function properly, so trying to spawn entities with apoint_templatemade 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.

Note.pngNote:All 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