Point script template
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Template:L4d2 point It is point_template, but with internal elements of it readjusted for scripting. One can work with this as if they're working on a point_template entity.
When compiling Entity Groups, point_template entities are converted to point_script_template.
Keyvalues
- Template 1 ([todo internal name (i)]) 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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- 1 : Don't remove template entities
- By default, a point_template will first remember all of its template entities, then it will kill them (remove them from the map completely). This flag overrides that, leaving the template entities in the map.
- 2 : Preserve entity names (Don't do name fixup)
- Causes the spawned entities to be named exactly as their templates were (as opposed to renamed; see above).
Inputs
- ForceSpawn
- Spawn an instance of the template at the original position.
Outputs
- OnEntitySpawned
- Fired after spawning an instance of this template.