Point script template

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Revision as of 09:09, 15 March 2021 by Orinuse (talk | contribs) (point_script_template difference vs point_template)
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Template:L4d2 point It is point_template, but with internal elements of it readjusted for scripting. point_template relies on the map file to function properly; Trying to spawn entities with point_template created by scripts will return that it has no templates, though it will still delete its own template entities. 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 - Prevent entities part of the templates being removed automatically.
  • 2 : Preserve entity names (Don't do name fixup) - Disregard renaming entities to have a number postfix. See point_template flags for more info.

Inputs

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


Outputs

OnEntitySpawned
Fired after spawning an instance of this template.


See also