Upgrade spawn: Difference between revisions

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{{l4d2 point|upgrade_spawn}} It is a spawn for weapon upgrades.
{{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.}}
{{KV Targetname}}


== Flags ==
== Flags ==
* 1 : Enable Physics on spawned item
{{fl|1|Enable Physics on spawned item}}
* 2 : Spawned Item Must Exist
{{fl|2|Spawned Item Must Exist}}


== Inputs ==
==Optional [[FGD]] edits, for better usability==
{{I Targetname}}
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"'''
  ''']'''
  ]


== Outputs ==
== See also ==
{{O Targetname}}
* {{ent|weapon_item_spawn}}

Latest revision as of 07:46, 5 June 2025

C++ Class hierarchy
CUpgradeSpawner
CPointEntity
CBaseEntity

upgrade_spawn is a point entity available in Left 4 Dead 2 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"
 	]
 ]

See also