Point template: Difference between revisions

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[[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}} 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.
{{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.}}
{{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.}}
{{bug|In {{csgo}}, spawning a [[func_breakable_surf]] with this entity will crash the game.}}
{{bug|In {{csgo}}, spawning a [[func_breakable_surf]] with this entity will crash the game.}}

Revision as of 14:20, 11 May 2021

Template:Otherlang2

Point template.png

Template:Base point 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.


Icon-Bug.pngBug:In InsurgencyDay of Infamy, this entity is broken and will usually crash the game. Although if the gamemode is set to training in Insurgency, it will work normally.  [todo tested in ?]
Icon-Bug.pngBug:In 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 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.

The special targetnames (!self and such) work on spawned objects, so a trigger_multiple with an output to!activatorcan 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 fixuppance in the parameter override boxes of its templated entities.

Tutorial

A tutorial has been created for respawning items using this entity.

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

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:

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
  • Left 4 Dead 2 point_script_template - version of point_template catered to VScripting