Point script template: Difference between revisions

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{{Ent not in fgd|nolink=1|because=[[point_template]] already is an accessible option}}
{{Ent not in fgd|nolink=1|because=[[point_template]] already is an accessible option}}


{{CD|CPointScriptTemplate}}
{{CD|CPointScriptTemplate|file1=1}}
{{this is a|point entity|name=point_script_template|game=Left 4 Dead 2}} It is also available in {{tf2branch|4}}.
{{this is a|point entity|name=point_script_template|game=Left 4 Dead 2}} It is also available in {{tf2branch|4}}.
It is a version of [[point_template]] readjusted to work for spawning-on-runtime, such as VScripts.
It is a version of [[point_template]] readjusted to work for spawning-on-runtime, such as VScripts.

Revision as of 09:00, 19 February 2025

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.
C++ Class hierarchy
CPointScriptTemplate
CPointTemplate
CLogicalEntity
CServerOnlyEntity
CBaseEntity
C++ point_template.cpp

point_script_template is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It is also available in Team Fortress 2 branch Team Fortress 2 branch. 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 similar to topoint_template, however it does NOT have precaching or name fixups. The number of templates is unlimited unlike point_template, although they can only be added by the AddTemplate function. See the VScript documentation for details on usage.

When compiling Entity Groups,point_template entities are converted topoint_script_template.

Vscript functions

Function Signature Description
AddTemplate void AddTemplate(string classname, handle keyvalues) Add an entity to the template spawner with the specified classnames (similar to SpawnEntityFromTable}
SetGroupSpawnTables void SetGroupSpawnTables(handle, handle) Cache the group spawn tables.

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

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.


Inputs

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


Outputs

Template:O PointTemplate

See also