Point template: Difference between revisions
(Added sprite from GMod) |
Kestrelguy (talk | contribs) m (added language bar.) |
||
Line 1: | Line 1: | ||
{{ | {{lang|Point_template}} | ||
}} | |||
[[File:Point_template.png|left]] | [[File:Point_template.png|left]] | ||
{{base point|point_template}} | {{base point|point_template}} | ||
==Entity Description== | |||
{{bug|In {{insurgency}}{{doi}}, this entity is broken and will usually crash the game. | {{ent|point_template}} turns an [[entity]] or set of entities into a single template that can be instanced anywhere and multiple times. When activated, it will spawn the entities in the template at the same positions, relative to itself, that they had when this entity was created. This will be their original positions if the <code>point_template</code> has not been moved. To spawn the template in other places, an {{ent|env_entity_maker}} can be used. | ||
{{bug|In {{csgo}}, spawning a | {{tip|Any {{ent|logic_relay}} entities within a template will fire their OnSpawn output when spawned. This behavior can be used to make templated entities do things when they spawn.}} | ||
{{bug|In {{insurgency|2}} and {{doi|2}}, this entity is broken and will usually crash the game. If the gamemode is set to training in {{insurgency}}, it will work normally.}} | |||
{{bug|In {{csgo|2}}, spawning a {{ent|func_breakable_surf}} with this entity will crash the game.}} | |||
{{note|Any entity from [[S_PreserveEnts]] cannot be instanced.}} | {{note|Any entity from [[S_PreserveEnts]] cannot be instanced.}} | ||
Line 13: | Line 13: | ||
=== Name Fix-up === | === Name Fix-up === | ||
To prevent interdependencies (entity I/O, hierarchy, or other name references) between entities, the entities in the template will have their names changed, with | To prevent interdependencies (entity I/O, hierarchy, or other name references) between entities, the entities in the template will have their names changed, with any interdependent outputs reconnected to the changed names. The name change format is as follows: '<original name>&XXXX', where the '&XXXX' will be replaced with the current global template instance spawn count, so wildcard searches for '<original name>&*' will still find them. Name fixing is ''only'' for template entities spawned by output; The outputs of the point_template are ''not'' name fixed, and neither are the outputs of other objects referring to template entities. | ||
The special [[targetname | The special [[targetname]]s (<code>!self</code> and such) work on spawned objects, so a {{ent|trigger_multiple}} with an output to <code>!activator</code> can be used to affect individual spawned objects. Wildcards can refer to all entities spawned by a fix-up-enabled point_template. | ||
Note that if '"Don't remove template entities"' flag is active, the first (batch of) entities spawned will be postfixed<code>&0002</code>. If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to trigger all instances of the template, check the 'Preserve entity names' spawnflag. | Note that if '"Don't remove template entities"' flag is active, the first (batch of) entities spawned will be postfixed<code>&0002</code>. If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to trigger all instances of the template, check the 'Preserve entity names' spawnflag. | ||
{{confirm|If<code>spawnflag 2</code>is active, will the unremoved entity have its name postfixed with<code>&0001?</code>}} | {{confirm|If<code>spawnflag 2</code>is active, will the unremoved entity have its name postfixed with<code>&0001?</code>}} | ||
{{warning| | {{warning|<code>point_template</code> ''will not'' do any name fixing-up in the parameter override boxes of its templated entities.}} | ||
=== Tutorial === | === Tutorial === | ||
A [[ | A [[Respawning Items|tutorial]] has been created for respawning items using this entity. | ||
== FGD Enhancement(s) == | === FGD Enhancement(s) === | ||
From [https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons],<code>point_template</code>can be made to show connecting lines to all entities part of its template. | From [https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons],<code>point_template</code>can be made to show connecting lines to all entities part of its template. | ||
Line 60: | Line 49: | ||
line(255 255 0, targetname, Template16) | line(255 255 0, targetname, Template16) | ||
= point_template: </source> | = point_template: </source> | ||
== Keyvalues == | |||
{{KV PointTemplate}} | |||
== Flags == | |||
{{Fl PointTemplate}} | |||
== Inputs == | |||
{{I PointTemplate}} | |||
== Outputs == | |||
{{O PointTemplate}} | |||
== See also == | == See also == | ||
* | * {{ent|env_entity_maker}} - Automatic respawning and/or spawning at a different location | ||
* | * {{ent|npc_maker}} - An alternative spawning entity, also with optional automatic respawning | ||
* {{l4d2}} | * {{l4d2}} {{ent|point_script_template}} - Version of <code>point_template</code> catered to [[VScript]]ing |
Revision as of 20:46, 28 April 2022
Entity Description
point_template turns an entity or set of entities into a single template that can be instanced anywhere and multiple times. When activated, it will spawn the entities in the template at the same positions, relative to itself, that they had when this entity was created. This will be their original positions if the point_template
has not been moved. To spawn the template in other places, an env_entity_maker can be used.








Before using this entity, consider sections like Name Fix-up and FGD Enhancement(s) first.
Name Fix-up
To prevent interdependencies (entity I/O, hierarchy, or other name references) between entities, the entities in the template will have their names changed, with any interdependent outputs reconnected to the changed names. The name change format is as follows: '<original name>&XXXX', where the '&XXXX' will be replaced with the current global template instance spawn count, so wildcard searches for '<original name>&*' will still find them. Name fixing is only for template entities spawned by output; The outputs of the point_template are not name fixed, and neither are the outputs of other objects referring to template entities.
The special targetnames (!self
and such) work on spawned objects, so a trigger_multiple with an output to !activator
can be used to affect individual spawned objects. Wildcards can refer to all entities spawned by a fix-up-enabled point_template.
Note that if '"Don't remove template entities"' flag is active, the first (batch of) entities spawned will be postfixed&0002
. If you don't want the name fixup to happen, because you're only spawning the template once, or you want inputs to trigger all instances of the template, check the 'Preserve entity names' spawnflag.

spawnflag 2
is active, will the unremoved entity have its name postfixed with&0001?

point_template
will not do any name fixing-up in the parameter override boxes of its templated entities.Tutorial
A tutorial has been created for respawning items using this entity.
FGD Enhancement(s)
From TeamSpen210's Hammer Addons,point_template
can be made to show connecting lines to all entities part of its template.
First, go to this line in yourbase.fgd
and highlight the same characters:
@PointClass base(Targetname) iconsprite("editor/point_template.vmt") = point_template :
Then copy all of this, and paste all of this over it:
@PointClass base(BaseEntityPoint)
iconsprite("editor/point_template.vmt")
line(255 255 0, targetname, Template01)
line(255 255 0, targetname, Template09)
line(255 255 0, targetname, Template02)
line(255 255 0, targetname, Template10)
line(255 255 0, targetname, Template03)
line(255 255 0, targetname, Template11)
line(255 255 0, targetname, Template04)
line(255 255 0, targetname, Template12)
line(255 255 0, targetname, Template05)
line(255 255 0, targetname, Template13)
line(255 255 0, targetname, Template06)
line(255 255 0, targetname, Template14)
line(255 255 0, targetname, Template07)
line(255 255 0, targetname, Template15)
line(255 255 0, targetname, Template08)
line(255 255 0, targetname, Template16)
= point_template:
Keyvalues
- Template 1 (Template01) 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.
Flags
Inputs
- ForceSpawn
- Spawn an instance of the template at the original position.
Outputs
See also
- env_entity_maker - Automatic respawning and/or spawning at a different location
- npc_maker - An alternative spawning entity, also with optional automatic respawning
point_script_template - Version of
point_template
catered to VScripting