Difference between revisions of "Point template"

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(turned things into templates, and resimplified + reformatted a lot of things)
m (Description changed up, and added a little FGD snippet (leak) from teamspeens's hammer addons)
 
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|zh-cn =Point_template:zh-cn
 
|zh-cn =Point_template:zh-cn
 
}}
 
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{{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.bTo spawn the template in other places, an [[env_entity_maker]] can be used
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{{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.
 
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{{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.}}
Any [[logic_relay]] within the template, if it has one, will fire its OnSpawn output when spawned.
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{{bug|In {{csgo}}, spawning a [[func_breakable_surf]] with this entity will crash the game.}}
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{{note|Any entity from [[S_PreserveEnts]] cannot be instanced.}}
  
{{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.}}
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Before using this entity, consider sections like [[#Name Fix-up|Name Fix-up]] and [[#FGD Enhancement(s)|FGD Enhancement(s)]] first.
{{bug|In {{csgo}}, spawning a [[func_breakable_surf]] with this entity will crash the game.}}
 
{{note|[[S_PreserveEnts]] cannot be instanced by this entity.}}
 
  
 
=== Name Fix-up ===
 
=== Name Fix-up ===
If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities in the template, the entities in the template will have their names changed and the interdependencies will be reconnected to the changed names. The name change format is as follows: '<original name>&0000', where the 0000 will be replaced with the current global template instance, so wildcard searches for '<original name>*' will still find them.
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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.
 
 
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 [[targetname|targetnames]] (!self and such) work on spawned objects, so a [[trigger_multiple]] with an output to<code>!activator</code>can be used to affect individual spawned objects. Wildcards can refer to all entities spawned by a fix-up-enabled point_template.
 
The special [[targetname|targetnames]] (!self and such) work on spawned objects, so a [[trigger_multiple]] with an output to<code>!activator</code>can be used to affect individual spawned objects. Wildcards can refer to all entities spawned by a fix-up-enabled point_template.
  
With fixup on, the first (batch of) entities spawned will be postfixed<code>&0002</code>. If<code>spawnflag 2</code>is active, the unremoved entity will have its name postfixed with<code>&0001</code>.
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Note that if '"Don't remove template entities"' flag is active, the first (batch of) entities spawned will be postfixed<code>&0002</code>. 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.
 
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{{confirm|If<code>spawnflag 2</code>is active, will the unremoved entity have its name postfixed with<code>&0001?</code>}}
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.
 
 
 
 
{{warning| Point_template ''will not'' do any name fixuppance in the parameter override boxes of its templated entities.}}
 
{{warning| Point_template ''will not'' do any name fixuppance in the parameter override boxes of its templated entities.}}
 
=== Tutorial ===
 
=== Tutorial ===
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== Outputs ==
 
== Outputs ==
 
{{O PointTemplate}}
 
{{O PointTemplate}}
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 +
== FGD Enhancement(s) ==
 +
From [https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons],<code>point_template</code>can be made to show connecting lines to all entities part of its template.
 +
 +
First, go to this line in your<code>base.fgd</code>and highlight the same characters:
 +
<source lang="cpp">@PointClass base(Targetname) iconsprite("editor/point_template.vmt") = point_template : </source>
 +
Then copy all of this, and paste all of this over it:
 +
<source lang="cpp">@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: </source>
  
 
== See also ==
 
== See also ==

Latest revision as of 03:42, 14 April 2021

简体中文

point_template is a point entity available in all Source games. 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.png Bug: In <Insurgency><Day 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.
Bug.png Bug: In <Counter-Strike: Global Offensive>, spawning a func_breakable_surf with this entity will crash the game.
Note.png Note: 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.png Warning:  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.


Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.


Flags

  • 1 : Don't remove template entities - Prevent template entities being removed automatically.
  • 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).

Inputs

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

Base:

AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetTeam  !FGD <Obsolete>
Deprecated. Doesn't do anything in <Left 4 Dead> <Left 4 Dead 2> or <Counter-Strike: Source>.
TeamNum  !FGD <Obsolete>
Deprecated. Doesn't do anything in <Left 4 Dead> <Left 4 Dead 2> or <Counter-Strike: Source>.

Outputs

OnEntitySpawned
Fired after spawning an instance of this template.

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