Point script template: Difference between revisions

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== See also ==
== See also ==
* [[point_template]] - Non-script version of this entity
* [[point_template]] - Non-script version of this entity
* [[List_of_L4D2_Script_Functions#CPointScriptTemplate|CPointScriptTemplate VScript Functions]]
* [[Left 4 Dead 2/Script Functions#CPointScriptTemplate|CPointScriptTemplate VScript Functions]]
* [[List_of_L4D2_Script_Functions#CPointTemplate|CPointTemplate VScript Functions]]
* [[Left 4 Dead 2/Script Functions#CPointTemplate|CPointTemplate VScript Functions]]

Revision as of 11:11, 14 February 2023

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.

Template:Entity It is also available in Team Fortress 2 Team Fortress 2. 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 identical topoint_template, so things like name fixup behavior quirks should still be taken into account.

When compiling Entity Groups,point_template entities are converted topoint_script_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