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env_entity_maker

Point Entity

Spawns the specified entity template at its origin. If set to auto-spawn, it will spawn the template whenever there's room and the player is looking elsewhere.

Keyvalues

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Spawnflags (spawnflags) <Flags>

    • Enable AutoSpawn (will spawn whenever there's room)
    • AutoSpawn: Wait for entity destruction
    • AutoSpawn: Even if the player is looking
    • ForceSpawn: Only if there's room
    • ForceSpawn: Only if the player isn't looking
  • Point_template To Spawn (EntityTemplate) <TargetDestination>
    Name of the point_template to spawn here. If there is an offset between the point_template and its spawned entities in hammer, that offset will be maintained when spawning happens relative to the env_entity_maker.

  • PostSpawn Movement Speed (PostSpawnSpeed) <Float>
    If specified, all the entities created in the template will move this fast in the specified PostSpawn Movement Direction.

  • PostSpawn Movement Direction (PostSpawnDirection) <Angle>
    If a PostSpawn Movement Speed is specified, this angle will be added to the movement direction all the entities created by the template.

  • PostSpawn Direction Variance (PostSpawnDirectionVariance) <Float>
    This variance is applied to the PostSpawn Movement Direction for each spawned entity in the template. Use it to apply some randomness to the directions.

  • PostSpawn Inherit Angles (PostSpawnInheritAngles) <Boolean>
    If checked, uses the parent's forward vector as the spawn direction. Otherwise uses the entity maker's forward.

Inputs

  • SetParent <TargetDestination>
    Changes the entity's parent in the movement hierarchy.

  • SetParentAttachment <String>
    Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

  • SetParentAttachmentMaintainOffset <String>
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • ForceSpawn <Void>
    Spawn an instance of the template at this origin and angle.

  • ForceSpawnAtEntityOrigin <TargetDestination>
    Spawn an instance of the template that the same origin and angle as the specified entity (specify by targetname in parameters)

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnEntitySpawned <Void>
    Fired when an instance of the entity template has been spawned.

  • OnEntityFailedSpawn <Void>
    Fired when a ForceSpawn input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags.