Point template: Difference between revisions

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{{otherlang2|
{{lang|Point_template}}
|zh-cn =Point_template:zh-cn
}}
[[File:Point_template.png|left]]
[[File:Point_template.png|left]]
{{base point|point_template}} It turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. When activated, this entity will spawn the entities in the template at the same positions, relative to this entity, 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. For any [[logic_relay]] entities within a template, will fire its OnSpawn output when spawned.
{{base point|point_template}}


 
==Entity Description==
{{bug|In {{insurgency}}{{doi}}, this entity is broken and will usually crash the game. Although if the gamemode is set to training in {{insurgency}}, it will work normally.}}
{{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 [[func_breakable_surf]] with this entity will crash the game.}}
{{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.}}


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=== 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 the interdependencies 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.
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|targetnames]] (!self and such) work on spawned objects, so a [[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.
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| Point_template ''will not'' do any name fixuppance in the parameter override boxes of its templated entities.}}
{{warning|<code>point_template</code> ''will not'' do any name fixing-up in the parameter override boxes of its templated entities.}}
 
=== Tutorial ===
=== Tutorial ===
A [[Respawning_Items|tutorial]] has been created for respawning items using this entity.
A [[Respawning Items|tutorial]] has been created for respawning items using this entity.
 
== Keyvalues ==
{{KV PointTemplate}}
 
== Flags ==
{{Fl PointTemplate}}
 
== Inputs ==
{{I PointTemplate}}
 
== Outputs ==
{{O PointTemplate}}


== 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.


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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 ==
* [[env_entity_maker]] - automatic respawning and/or spawning at a different location
* {{ent|env_entity_maker}} - Automatic respawning and/or spawning at a different location
* [[npc_maker]] - an alternative spawning entity, also with optional automatic respawning
* {{ent|npc_maker}} - An alternative spawning entity, also with optional automatic respawning
* {{l4d2}} [[point_script_template]] - version of point_template catered to VScripting
* {{l4d2}} {{ent|point_script_template}} - Version of <code>point_template</code> catered to [[VScript]]ing

Revision as of 20:46, 28 April 2022

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Point template.png

Template:Base point

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.

Tip.pngTip:Any 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.
Icon-Bug.pngBug:In Insurgency Insurgency and Day of Infamy Day of Infamy, this entity is broken and will usually crash the game. If the gamemode is set to training in Insurgency, it will work normally.  [todo tested in ?]
Icon-Bug.pngBug:In Counter-Strike: Global Offensive Counter-Strike: Global Offensive, spawning a func_breakable_surf with this entity will crash the game.  [todo tested in ?]
Note.pngNote:Any entity from S_PreserveEnts cannot be instanced.

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.

Confirm:Ifspawnflag 2is active, will the unremoved entity have its name postfixed with&0001?
Warning.pngWarning: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_templatecan be made to show connecting lines to all entities part of its template.

First, go to this line in yourbase.fgdand 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

Template:Fl PointTemplate

Inputs

ForceSpawn
Spawn an instance of the template at the original position.


Outputs

Template:O PointTemplate

See also