TF2/Creating Respawning Dispensers

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Revision as of 13:29, 17 July 2011 by Duckytopia (talk | contribs)
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Create Dispensers

obj_dispenser entities

Start by placing a few obj_dispenser entities in your map. Name the first "spawned1", the second "spawned2", and so on.

Create point_template

point_template entities

Add an equal number of point_template entities as you have dispensers. Set 'Name' to "template1", "template2", etc. Set 'Template1' to the matching dispenser, so point_template will have 'Template1' value "spawned1". In the 'Flags' tab, tick "Don't remove template entities" to make sure the dispensers spawn on start-up.

Create env_entity_maker

env_entity_maker entities

Create an equal number of env_entity_maker entities, one entity per dispenser. Set 'Name' to "spawner1", "spawner2", etc. Set 'Point_template To Spawn' to the matching point_template, so env_entity_maker "spawner1" will have 'Point_template To Spawn' value "template1".

Note.pngNote:If you don't want a generic "Player" <death symbol> "Dispenser" message every time a player destroys a dispenser, don't add any env_entity's.

Dispenser Outputs

Dispenser outputs

On the output tab for each dispenser, add these values with the corresponding numbers:

My output named: OnDestroyed
Target entities named: template1
Via this input: ForceSpawn
After a delay in seconds of: 10

OnDestroyed is not one of the selectable outputs, so Hammer will say this is an invalid output. Ignore that, it will work in-game. Adjust the delay to the number of seconds you want the dispenser to take to respawn.

Now, when your map loads, there should be a set of dispensers, which, when destroyed, make another one spawn in its place.

See Also