point_template
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. 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 changes names. The name change format is as follows: '&0000', where the 0000 will be replaced with the current global template instance, so wildcard searches for '*' will still find them.
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.
To spawn the template in other places, use an env_entity_maker.
Keyvalues
-
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
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
>- Don't remove template entities
- Preserve entity names (Don't do name fixup)
-
Asynchronous Spawn (
asynchronous
) <Boolean
>
Allows you to asynchronously spawn the entities referred to by the point template, which will happen at some point later after all dependent resources are downlaoded from UGC servers + asynch streamed in. Asynch point templates have the benefit that they don't precache resources that we never spawn. -
Timeout Interval (
timeoutInterval
) <Float
>
The amount of seconds after which, if any client hasn't finished streaming the necessary assets, that client is disconnected and the template spawns anyways. Only used in asynchronous point_templates. 0 means use some reasonable default set in the code. -
Entity Filter Name (
entityFilterName
) <String
>
Name of an entity filter that can be run on the entities in the template to modify, add, or remove the entities. These filters can be defined in code or in script. -
Spawn Group Type (
spawnGroupType
) <Choices
>- Spawn into point_template's spawn group
- Spawn into the currently active spawn group
- Spawn into a newly created spawn group
-
Client Only Entity Behavior (
clientOnlyEntityBehavior
) <Choices
>
This controls the behavior of client only entities spawned by the point_template. Either you can create them only for clients that are currently connected at the point the point_template is spawned (good for transient things like explosions), or you can create them for clients who connect after the point_template is spawned. This behavior only affects point_templates that create their own spawn groups.- Only create for clients connected at the time at which point_template spawns its contents
- Create for clients who connect after the point_template spawns its contents
-
Template 1 (
Template01
) <TargetDestination
> -
Template 2 (
Template02
) <TargetDestination
> -
Template 3 (
Template03
) <TargetDestination
> -
Template 4 (
Template04
) <TargetDestination
> -
Template 5 (
Template05
) <TargetDestination
> -
Template 6 (
Template06
) <TargetDestination
> -
Template 7 (
Template07
) <TargetDestination
> -
Template 8 (
Template08
) <TargetDestination
> -
Template 9 (
Template09
) <TargetDestination
> -
Template 10 (
Template10
) <TargetDestination
> -
Template 11 (
Template11
) <TargetDestination
> -
Template 12 (
Template12
) <TargetDestination
> -
Template 13 (
Template13
) <TargetDestination
> -
Template 14 (
Template14
) <TargetDestination
> -
Template 15 (
Template15
) <TargetDestination
> -
Template 16 (
Template16
) <TargetDestination
> -
Template 17 (
Template17
) <TargetDestination
> -
Template 18 (
Template18
) <TargetDestination
> -
Template 19 (
Template19
) <TargetDestination
> -
Template 20 (
Template20
) <TargetDestination
> -
Template 21 (
Template21
) <TargetDestination
> -
Template 22 (
Template22
) <TargetDestination
> -
Template 23 (
Template23
) <TargetDestination
> -
Template 24 (
Template24
) <TargetDestination
> -
Template 25 (
Template25
) <TargetDestination
> -
Template 26 (
Template26
) <TargetDestination
> -
Template 27 (
Template27
) <TargetDestination
> -
Template 28 (
Template28
) <TargetDestination
> -
Template 29 (
Template29
) <TargetDestination
> -
Template 30 (
Template30
) <TargetDestination
> -
Template 31 (
Template31
) <TargetDestination
> -
Template 32 (
Template32
) <TargetDestination
> -
Template 33 (
Template33
) <TargetDestination
> -
Template 34 (
Template34
) <TargetDestination
> -
Template 35 (
Template35
) <TargetDestination
> -
Template 36 (
Template36
) <TargetDestination
> -
Template 37 (
Template37
) <TargetDestination
> -
Template 38 (
Template38
) <TargetDestination
> -
Template 39 (
Template39
) <TargetDestination
> -
Template 40 (
Template40
) <TargetDestination
> -
Template 41 (
Template41
) <TargetDestination
> -
Template 42 (
Template42
) <TargetDestination
> -
Template 43 (
Template43
) <TargetDestination
> -
Template 44 (
Template44
) <TargetDestination
> -
Template 45 (
Template45
) <TargetDestination
> -
Template 46 (
Template46
) <TargetDestination
> -
Template 47 (
Template47
) <TargetDestination
> -
Template 48 (
Template48
) <TargetDestination
> -
Template 49 (
Template49
) <TargetDestination
> -
Template 50 (
Template50
) <TargetDestination
> -
Template 51 (
Template51
) <TargetDestination
> -
Template 52 (
Template52
) <TargetDestination
> -
Template 53 (
Template53
) <TargetDestination
> -
Template 54 (
Template54
) <TargetDestination
> -
Template 55 (
Template55
) <TargetDestination
> -
Template 56 (
Template56
) <TargetDestination
> -
Template 57 (
Template57
) <TargetDestination
> -
Template 58 (
Template58
) <TargetDestination
> -
Template 59 (
Template59
) <TargetDestination
> -
Template 60 (
Template60
) <TargetDestination
> -
Template 61 (
Template61
) <TargetDestination
> -
Template 62 (
Template62
) <TargetDestination
> -
Template 63 (
Template63
) <TargetDestination
> -
Template 64 (
Template64
) <TargetDestination
>
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 <
Cpp
>\ -
DeleteCreatedSpawnGroups <
Cpp
>\
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 <
Cpp
>\
Point Entity
Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. 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 changes names. The name change format is as follows: '&0000', where the 0000 will be replaced with the current global template instance, so wildcard searches for '*' will still find them.
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.
To spawn the template in other places, use an env_entity_maker.
Keyvalues
-
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
>- Don't remove template entities
- Preserve entity names (Don't do name fixup)
-
Asynchronous Spawn (
asynchronous
) <Boolean
>
Allows you to asynchronously spawn the entities referred to by the point template, which will happen at some point later after all dependent resources are downlaoded from UGC servers + asynch streamed in. Asynch point templates have the benefit that they don't precache resources that we never spawn. -
Timeout Interval (
timeoutInterval
) <Float
>
The amount of seconds after which, if any client hasn't finished streaming the necessary assets, that client is disconnected and the template spawns anyways. Only used in asynchronous point_templates. 0 means use some reasonable default set in the code. -
Entity Filter Name (
entityFilterName
) <String
>
Name of an entity filter that can be run on the entities in the template to modify, add, or remove the entities. These filters can be defined in code or in script. -
Spawn Group Type (
spawnGroupType
) <Choices
>- Spawn into point_template's spawn group
- Spawn into the currently active spawn group
- Spawn into a newly created spawn group
-
Client Only Entity Behavior (
clientOnlyEntityBehavior
) <Choices
>
This controls the behavior of client only entities spawned by the point_template. Either you can create them only for clients that are currently connected at the point the point_template is spawned (good for transient things like explosions), or you can create them for clients who connect after the point_template is spawned. This behavior only affects point_templates that create their own spawn groups.- Only create for clients connected at the time at which point_template spawns its contents
- Create for clients who connect after the point_template spawns its contents
-
Template 1 (
Template01
) <TargetDestination
> -
Template 2 (
Template02
) <TargetDestination
> -
Template 3 (
Template03
) <TargetDestination
> -
Template 4 (
Template04
) <TargetDestination
> -
Template 5 (
Template05
) <TargetDestination
> -
Template 6 (
Template06
) <TargetDestination
> -
Template 7 (
Template07
) <TargetDestination
> -
Template 8 (
Template08
) <TargetDestination
> -
Template 9 (
Template09
) <TargetDestination
> -
Template 10 (
Template10
) <TargetDestination
> -
Template 11 (
Template11
) <TargetDestination
> -
Template 12 (
Template12
) <TargetDestination
> -
Template 13 (
Template13
) <TargetDestination
> -
Template 14 (
Template14
) <TargetDestination
> -
Template 15 (
Template15
) <TargetDestination
> -
Template 16 (
Template16
) <TargetDestination
> -
Template 17 (
Template17
) <TargetDestination
> -
Template 18 (
Template18
) <TargetDestination
> -
Template 19 (
Template19
) <TargetDestination
> -
Template 20 (
Template20
) <TargetDestination
> -
Template 21 (
Template21
) <TargetDestination
> -
Template 22 (
Template22
) <TargetDestination
> -
Template 23 (
Template23
) <TargetDestination
> -
Template 24 (
Template24
) <TargetDestination
> -
Template 25 (
Template25
) <TargetDestination
> -
Template 26 (
Template26
) <TargetDestination
> -
Template 27 (
Template27
) <TargetDestination
> -
Template 28 (
Template28
) <TargetDestination
> -
Template 29 (
Template29
) <TargetDestination
> -
Template 30 (
Template30
) <TargetDestination
> -
Template 31 (
Template31
) <TargetDestination
> -
Template 32 (
Template32
) <TargetDestination
> -
Template 33 (
Template33
) <TargetDestination
> -
Template 34 (
Template34
) <TargetDestination
> -
Template 35 (
Template35
) <TargetDestination
> -
Template 36 (
Template36
) <TargetDestination
> -
Template 37 (
Template37
) <TargetDestination
> -
Template 38 (
Template38
) <TargetDestination
> -
Template 39 (
Template39
) <TargetDestination
> -
Template 40 (
Template40
) <TargetDestination
> -
Template 41 (
Template41
) <TargetDestination
> -
Template 42 (
Template42
) <TargetDestination
> -
Template 43 (
Template43
) <TargetDestination
> -
Template 44 (
Template44
) <TargetDestination
> -
Template 45 (
Template45
) <TargetDestination
> -
Template 46 (
Template46
) <TargetDestination
> -
Template 47 (
Template47
) <TargetDestination
> -
Template 48 (
Template48
) <TargetDestination
> -
Template 49 (
Template49
) <TargetDestination
> -
Template 50 (
Template50
) <TargetDestination
> -
Template 51 (
Template51
) <TargetDestination
> -
Template 52 (
Template52
) <TargetDestination
> -
Template 53 (
Template53
) <TargetDestination
> -
Template 54 (
Template54
) <TargetDestination
> -
Template 55 (
Template55
) <TargetDestination
> -
Template 56 (
Template56
) <TargetDestination
> -
Template 57 (
Template57
) <TargetDestination
> -
Template 58 (
Template58
) <TargetDestination
> -
Template 59 (
Template59
) <TargetDestination
> -
Template 60 (
Template60
) <TargetDestination
> -
Template 61 (
Template61
) <TargetDestination
> -
Template 62 (
Template62
) <TargetDestination
> -
Template 63 (
Template63
) <TargetDestination
> -
Template 64 (
Template64
) <TargetDestination
>
Inputs
-
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. -
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 the original position. -
DeleteCreatedSpawnGroups <
Void
>
Deletes all spawn groups created by the template. Only works if you use asynchronous spawn and INSERT_INTO_NEWLY_CREATED_SPAWN_GROUP.
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. -
OnEntitySpawned <
Void
>
Fired after spawning an instance of this template.
Point Entity
Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. 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 changes names. The name change format is as follows: '&0000', where the 0000 will be replaced with the current global template instance, so wildcard searches for '*' will still find them.
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.
To spawn the template in other places, use an env_entity_maker.
Keyvalues
-
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
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
>- Don't remove template entities
- Preserve entity names (Don't do name fixup)
-
Asynchronous Spawn (
asynchronous
) <Boolean
>
Allows you to asynchronously spawn the entities referred to by the point template, which will happen at some point later after all dependent resources are downlaoded from UGC servers + asynch streamed in. Asynch point templates have the benefit that they don't precache resources that we never spawn. -
Timeout Interval (
timeoutInterval
) <Float
>
The amount of seconds after which, if any client hasn't finished streaming the necessary assets, that client is disconnected and the template spawns anyways. Only used in asynchronous point_templates. 0 means use some reasonable default set in the code. -
Entity Filter Name (
entityFilterName
) <String
>
Name of an entity filter that can be run on the entities in the template to modify, add, or remove the entities. These filters can be defined in code or in script. -
Spawn Group Type (
spawnGroupType
) <Choices
>- Spawn into point_template's spawn group
- Spawn into the currently active spawn group
- Spawn into a newly created spawn group
-
Client Only Entity Behavior (
clientOnlyEntityBehavior
) <Choices
>
This controls the behavior of client only entities spawned by the point_template. Either you can create them only for clients that are currently connected at the point the point_template is spawned (good for transient things like explosions), or you can create them for clients who connect after the point_template is spawned. This behavior only affects point_templates that create their own spawn groups.- Only create for clients connected at the time at which point_template spawns its contents
- Create for clients who connect after the point_template spawns its contents
-
Template 1 (
Template01
) <TargetDestination
> -
Template 2 (
Template02
) <TargetDestination
> -
Template 3 (
Template03
) <TargetDestination
> -
Template 4 (
Template04
) <TargetDestination
> -
Template 5 (
Template05
) <TargetDestination
> -
Template 6 (
Template06
) <TargetDestination
> -
Template 7 (
Template07
) <TargetDestination
> -
Template 8 (
Template08
) <TargetDestination
> -
Template 9 (
Template09
) <TargetDestination
> -
Template 10 (
Template10
) <TargetDestination
> -
Template 11 (
Template11
) <TargetDestination
> -
Template 12 (
Template12
) <TargetDestination
> -
Template 13 (
Template13
) <TargetDestination
> -
Template 14 (
Template14
) <TargetDestination
> -
Template 15 (
Template15
) <TargetDestination
> -
Template 16 (
Template16
) <TargetDestination
> -
Template 17 (
Template17
) <TargetDestination
> -
Template 18 (
Template18
) <TargetDestination
> -
Template 19 (
Template19
) <TargetDestination
> -
Template 20 (
Template20
) <TargetDestination
> -
Template 21 (
Template21
) <TargetDestination
> -
Template 22 (
Template22
) <TargetDestination
> -
Template 23 (
Template23
) <TargetDestination
> -
Template 24 (
Template24
) <TargetDestination
> -
Template 25 (
Template25
) <TargetDestination
> -
Template 26 (
Template26
) <TargetDestination
> -
Template 27 (
Template27
) <TargetDestination
> -
Template 28 (
Template28
) <TargetDestination
> -
Template 29 (
Template29
) <TargetDestination
> -
Template 30 (
Template30
) <TargetDestination
> -
Template 31 (
Template31
) <TargetDestination
> -
Template 32 (
Template32
) <TargetDestination
> -
Template 33 (
Template33
) <TargetDestination
> -
Template 34 (
Template34
) <TargetDestination
> -
Template 35 (
Template35
) <TargetDestination
> -
Template 36 (
Template36
) <TargetDestination
> -
Template 37 (
Template37
) <TargetDestination
> -
Template 38 (
Template38
) <TargetDestination
> -
Template 39 (
Template39
) <TargetDestination
> -
Template 40 (
Template40
) <TargetDestination
> -
Template 41 (
Template41
) <TargetDestination
> -
Template 42 (
Template42
) <TargetDestination
> -
Template 43 (
Template43
) <TargetDestination
> -
Template 44 (
Template44
) <TargetDestination
> -
Template 45 (
Template45
) <TargetDestination
> -
Template 46 (
Template46
) <TargetDestination
> -
Template 47 (
Template47
) <TargetDestination
> -
Template 48 (
Template48
) <TargetDestination
> -
Template 49 (
Template49
) <TargetDestination
> -
Template 50 (
Template50
) <TargetDestination
> -
Template 51 (
Template51
) <TargetDestination
> -
Template 52 (
Template52
) <TargetDestination
> -
Template 53 (
Template53
) <TargetDestination
> -
Template 54 (
Template54
) <TargetDestination
> -
Template 55 (
Template55
) <TargetDestination
> -
Template 56 (
Template56
) <TargetDestination
> -
Template 57 (
Template57
) <TargetDestination
> -
Template 58 (
Template58
) <TargetDestination
> -
Template 59 (
Template59
) <TargetDestination
> -
Template 60 (
Template60
) <TargetDestination
> -
Template 61 (
Template61
) <TargetDestination
> -
Template 62 (
Template62
) <TargetDestination
> -
Template 63 (
Template63
) <TargetDestination
> -
Template 64 (
Template64
) <TargetDestination
>
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 <
Cpp
>\ -
DeleteCreatedSpawnGroups <
Cpp
>\
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 <
Cpp
>\
Point Entity
Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. 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 changes names. The name change format is as follows: '&0000', where the 0000 will be replaced with the current global template instance, so wildcard searches for '*' will still find them.
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.
To spawn the template in other places, use an env_entity_maker.
Keyvalues
-
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
>- Don't remove template entities
- Preserve entity names (Don't do name fixup)
-
Asynchronous Spawn (
asynchronous
) <Boolean
>
Allows you to asynchronously spawn the entities referred to by the point template, which will happen at some point later after all dependent resources are downlaoded from UGC servers + asynch streamed in. Asynch point templates have the benefit that they don't precache resources that we never spawn. -
Timeout Interval (
timeoutInterval
) <Float
>
The amount of seconds after which, if any client hasn't finished streaming the necessary assets, that client is disconnected and the template spawns anyways. Only used in asynchronous point_templates. 0 means use some reasonable default set in the code. -
Entity Filter Name (
entityFilterName
) <String
>
Name of an entity filter that can be run on the entities in the template to modify, add, or remove the entities. These filters can be defined in code or in script. -
Spawn Group Type (
spawnGroupType
) <Choices
>- Spawn into point_template's spawn group
- Spawn into the currently active spawn group
- Spawn into a newly created spawn group
-
Client Only Entity Behavior (
clientOnlyEntityBehavior
) <Choices
>
This controls the behavior of client only entities spawned by the point_template. Either you can create them only for clients that are currently connected at the point the point_template is spawned (good for transient things like explosions), or you can create them for clients who connect after the point_template is spawned. This behavior only affects point_templates that create their own spawn groups.- Only create for clients connected at the time at which point_template spawns its contents
- Create for clients who connect after the point_template spawns its contents
-
Template 1 (
Template01
) <TargetDestination
> -
Template 2 (
Template02
) <TargetDestination
> -
Template 3 (
Template03
) <TargetDestination
> -
Template 4 (
Template04
) <TargetDestination
> -
Template 5 (
Template05
) <TargetDestination
> -
Template 6 (
Template06
) <TargetDestination
> -
Template 7 (
Template07
) <TargetDestination
> -
Template 8 (
Template08
) <TargetDestination
> -
Template 9 (
Template09
) <TargetDestination
> -
Template 10 (
Template10
) <TargetDestination
> -
Template 11 (
Template11
) <TargetDestination
> -
Template 12 (
Template12
) <TargetDestination
> -
Template 13 (
Template13
) <TargetDestination
> -
Template 14 (
Template14
) <TargetDestination
> -
Template 15 (
Template15
) <TargetDestination
> -
Template 16 (
Template16
) <TargetDestination
> -
Template 17 (
Template17
) <TargetDestination
> -
Template 18 (
Template18
) <TargetDestination
> -
Template 19 (
Template19
) <TargetDestination
> -
Template 20 (
Template20
) <TargetDestination
> -
Template 21 (
Template21
) <TargetDestination
> -
Template 22 (
Template22
) <TargetDestination
> -
Template 23 (
Template23
) <TargetDestination
> -
Template 24 (
Template24
) <TargetDestination
> -
Template 25 (
Template25
) <TargetDestination
> -
Template 26 (
Template26
) <TargetDestination
> -
Template 27 (
Template27
) <TargetDestination
> -
Template 28 (
Template28
) <TargetDestination
> -
Template 29 (
Template29
) <TargetDestination
> -
Template 30 (
Template30
) <TargetDestination
> -
Template 31 (
Template31
) <TargetDestination
> -
Template 32 (
Template32
) <TargetDestination
> -
Template 33 (
Template33
) <TargetDestination
> -
Template 34 (
Template34
) <TargetDestination
> -
Template 35 (
Template35
) <TargetDestination
> -
Template 36 (
Template36
) <TargetDestination
> -
Template 37 (
Template37
) <TargetDestination
> -
Template 38 (
Template38
) <TargetDestination
> -
Template 39 (
Template39
) <TargetDestination
> -
Template 40 (
Template40
) <TargetDestination
> -
Template 41 (
Template41
) <TargetDestination
> -
Template 42 (
Template42
) <TargetDestination
> -
Template 43 (
Template43
) <TargetDestination
> -
Template 44 (
Template44
) <TargetDestination
> -
Template 45 (
Template45
) <TargetDestination
> -
Template 46 (
Template46
) <TargetDestination
> -
Template 47 (
Template47
) <TargetDestination
> -
Template 48 (
Template48
) <TargetDestination
> -
Template 49 (
Template49
) <TargetDestination
> -
Template 50 (
Template50
) <TargetDestination
> -
Template 51 (
Template51
) <TargetDestination
> -
Template 52 (
Template52
) <TargetDestination
> -
Template 53 (
Template53
) <TargetDestination
> -
Template 54 (
Template54
) <TargetDestination
> -
Template 55 (
Template55
) <TargetDestination
> -
Template 56 (
Template56
) <TargetDestination
> -
Template 57 (
Template57
) <TargetDestination
> -
Template 58 (
Template58
) <TargetDestination
> -
Template 59 (
Template59
) <TargetDestination
> -
Template 60 (
Template60
) <TargetDestination
> -
Template 61 (
Template61
) <TargetDestination
> -
Template 62 (
Template62
) <TargetDestination
> -
Template 63 (
Template63
) <TargetDestination
> -
Template 64 (
Template64
) <TargetDestination
>
Inputs
-
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. -
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 the original position. -
DeleteCreatedSpawnGroups <
Void
>
Deletes all spawn groups created by the template. Only works if you use asynchronous spawn and INSERT_INTO_NEWLY_CREATED_SPAWN_GROUP.
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. -
OnEntitySpawned <
Void
>
Fired after spawning an instance of this template.