Entity spawn manager: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV|Entity count|integer|This is the total number of entities the manager will attempt to spawn at any given time.}}
{{KV|Entity name|intn=entity_name|string|This is the name of the entity class we are supposed to spawn.}}
{{KV|Respawn time|float|How many seconds after pickup/destruction/removal a new entity should be spawned.}}
{{KV|Entity count|intn=entity_count|integer|This is the total number of entities the manager will attempt to spawn at any given time.}}
{{KV|Drop to ground?|boolean|Should entities spawn on the ground beneath the [[entity_spawn_point]] or float at its location?}}
{{KV|Respawn time|intn=respawn_time|integer|How many seconds after pickup/destruction/removal a new entity should be spawned.}}
{{KV|Random rotation?|boolean|Should entities be rotated to random angles upon spawn?}}
{{KV|Drop to ground|intn=drop_to_ground|boolean|Should entities spawn on the ground beneath the [[entity_spawn_point]] or float at its location?}}
{{KV|Random rotation|intn=random_rotation|boolean|Should entities be rotated to random angles upon spawn?}}


== See Also ==
== See Also ==
* {{ent|entity_spawn_point}}
* {{ent|entity_spawn_point}}

Latest revision as of 10:03, 23 December 2024

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C++ Class hierarchy
CEntitySpawnManager
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ tf_entity_spawner.cpp

entity_spawn_manager is a point entity available in Team Fortress 2 Team Fortress 2.

Manages a system of random spawn points entity_spawn_point.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Entity name (entity_name) <string>
This is the name of the entity class we are supposed to spawn.
Entity count (entity_count) <integer>
This is the total number of entities the manager will attempt to spawn at any given time.
Respawn time (respawn_time) <integer>
How many seconds after pickup/destruction/removal a new entity should be spawned.
Drop to ground (drop_to_ground) <boolean>
Should entities spawn on the ground beneath the entity_spawn_point or float at its location?
Random rotation (random_rotation) <boolean>
Should entities be rotated to random angles upon spawn?

See Also