Point script template: Difference between revisions
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== Flags == | == Flags == | ||
* 1 : Don't remove template entities | * 1 : Don't remove template entities - Prevent entities part of the templates being removed automatically. | ||
* 2 : Preserve entity names (Don't do name fixup) - Disregard renaming entities to have a number postfix. See [[point_template#Flags|point_template flags]] for more info. | |||
* 2 : Preserve entity names (Don't do name fixup) | |||
== Inputs == | == Inputs == |
Revision as of 04:17, 15 March 2021
Template:L4d2 point It is point_template, but with internal elements of it readjusted for scripting. One can work with this as if they're working on a point_template entity.
When compiling Entity Groups, point_template entities are converted to point_script_template.
Keyvalues
- Template 1 ([todo internal name (i)]) to Template 16 <targetname>
- Targetname(s) to search for entities to template. These can be exact matches, or wildcards (*). If multiple entities are matched, all entities will be included in the template.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- 1 : Don't remove template entities - Prevent entities part of the templates being removed automatically.
- 2 : Preserve entity names (Don't do name fixup) - Disregard renaming entities to have a number postfix. See point_template flags for more info.
Inputs
- ForceSpawn
- Spawn an instance of the template at the original position.
Outputs
- OnEntitySpawned
- Fired after spawning an instance of this template.