Weapon ammo spawn: Difference between revisions
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Warning:Do NOT use the Infinite items (overrides count) flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by
(Cleanup. There seem to be some undocumented outputs, these could be added to the templates.) |
(→Flags: Added Warning about flag 8) |
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{{ | {{CD|CWeaponAmmoSpawn}} | ||
[[File:ammunition_pile_l4d2.png|thumb|An ammunition pile.]] | |||
{{ | {{this is a|model entity|name=weapon_ammo_spawn|series=Left 4 Dead}} Ammo restocks can spawn at this area, which replenishes ammo for all weapons except the [[weapon_grenade_launcher|Grenade Launcher]] and [[weapon_rifle_m60|M60]]. | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}} | |||
{{KV WeaponSpawn}} | {{KV WeaponSpawn}} | ||
== Flags == | == Flags == | ||
{{Fl WeaponSpawn}} | {{Fl WeaponSpawn}} | ||
{{Warning|Do NOT use the <b>Infinite items (overrides count)</b> flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by [[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|{{code|AllowWeaponSpawn}}]] and [[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|{{code|ConvertWeaponSpawn}}]]. For example, it breaks the ammo to laser conversion in Tank Run.}} | |||
== Outputs == | |||
{{O WeaponSpawn}} | |||
[[Category:Weapons]] | |||
[[Category:Left 4 Dead Weapons]] | |||
[[Category:Left 4 Dead 2 Weapons]] | |||
Latest revision as of 17:36, 14 October 2025
| CWeaponAmmoSpawn |
weapon_ammo_spawn is a model entity available in ![]()
Left 4 Dead series. Ammo restocks can spawn at this area, which replenishes ammo for all weapons except the Grenade Launcher and M60.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Count (count) <integer>
- Max number of weapons given before disappearing.
- Weapon Skin (weaponskin) <integer>
- Some weapons have multiple versions of their textures, called skins. Set this to a number other than -1 to make the given weapon use that skin instead of the default.
- Glow Range (glowrange) <float>
- Set a custom glow range for this spawner. 0 means use the default range.
- Glow Backface Multiple (glowbackfacemult) <float> (only in
) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Flags
- Enable Physics : [1]
- Must Exist : [2]
AllowWeaponSpawn and ConvertWeaponSpawn. For example, it breaks the ammo to laser conversion in Tank Run.