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 or target).
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.


See also