Upgrade spawn: Difference between revisions
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(→See also: Added weapon_spawn) |
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{{ | {{CD|CUpgradeSpawner}} | ||
{{this is a|point entity|game=Left 4 Dead 2|name=upgrade_spawn}} It is a configurable spawner for weapon upgrades. | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Laser Sight|integer}} | {{KV|Laser Sight|intn=laser_sight|integer}} | ||
{{KV|UpgradePack - Incendiary|integer}} | {{KV|UpgradePack - Incendiary|intn=upgradepack_incendiary|integer}} | ||
{{KV|UpgradePack - Explosive|integer | {{KV|UpgradePack - Explosive|intn=upgradepack_explosive|integer|If set to 1 the given item might spawn.}} | ||
== Flags == | == Flags == | ||
{{fl|1|Enable Physics on spawned item}} | |||
{{fl|2|Spawned Item Must Exist}} | |||
== | ==Optional [[FGD]] edits, for better usability== | ||
This entity will spawn a random chosen upgrade, yet you cannot decide its exact rotation. To fix this, modify <code>"Left 4 Dead 2\bin\left4dead2.fgd"</code>.<br> | |||
Search for | |||
<pre>@PointClass base(Targetname) = upgrade_spawn</pre> | |||
and modify it as such: | |||
'''@PointClass base(Targetname, Angles)studioprop() = upgrade_spawn''' | |||
[ | |||
laser_sight(integer) : "Laser Sight" : 1 | |||
upgradepack_incendiary(integer) : "UpgradePack - Incendiary" : 1 | |||
upgradepack_explosive(integer) : "UpgradePack - Explosive" : 1 | |||
spawnflags(Flags) = | |||
[ | |||
1 : "Enable Physics on spawned item" : 0 | |||
2 : "Spawned Item Must Exist" : 0 | |||
] | |||
'''model(choices) : "Helper Model (Visual aid only)" : "models/w_models/weapons/w_laser_sights.mdl" =''' | |||
'''[''' | |||
'''"models/w_models/weapons/w_laser_sights.mdl" : "Laser"''' | |||
'''"models/w_models/weapons/w_eq_explosive_ammopack.mdl" : "Explosive Ammo"''' | |||
'''"models/w_models/weapons/w_eq_incendiary_ammopack.mdl" : "Incendiary Ammo"''' | |||
''']''' | |||
] | |||
== | == See also == | ||
{{ | * {{ent|weapon_item_spawn}} | ||
* {{ent|weapon_spawn}} | |||
Latest revision as of 09:09, 29 November 2025
| CUpgradeSpawner |
upgrade_spawn is a point entity available in
Left 4 Dead 2. It is a configurable spawner for weapon upgrades.
Keyvalues
- Laser Sight (laser_sight) <integer>
- UpgradePack - Incendiary (upgradepack_incendiary) <integer>
- UpgradePack - Explosive (upgradepack_explosive) <integer>
- If set to 1 the given item might spawn.
Flags
- Enable Physics on spawned item : [1]
- Spawned Item Must Exist : [2]
Optional FGD edits, for better usability
This entity will spawn a random chosen upgrade, yet you cannot decide its exact rotation. To fix this, modify "Left 4 Dead 2\bin\left4dead2.fgd".
Search for
@PointClass base(Targetname) = upgrade_spawn
and modify it as such:
@PointClass base(Targetname, Angles)studioprop() = upgrade_spawn [ laser_sight(integer) : "Laser Sight" : 1 upgradepack_incendiary(integer) : "UpgradePack - Incendiary" : 1 upgradepack_explosive(integer) : "UpgradePack - Explosive" : 1 spawnflags(Flags) = [ 1 : "Enable Physics on spawned item" : 0 2 : "Spawned Item Must Exist" : 0 ] model(choices) : "Helper Model (Visual aid only)" : "models/w_models/weapons/w_laser_sights.mdl" = [ "models/w_models/weapons/w_laser_sights.mdl" : "Laser" "models/w_models/weapons/w_eq_explosive_ammopack.mdl" : "Explosive Ammo" "models/w_models/weapons/w_eq_incendiary_ammopack.mdl" : "Incendiary Ammo" ] ]